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chore(application): extract appearance controller and unify UI flow
- Refactor UI application architecture: extracted appearance controller into ui_services.hpp + implementation updates - Update UI components and managers to use new service layer: - `action_bar_panel`, `auth_screen`, `character_screen`, `chat_panel`, `combat_ui`, `dialog_manager`, `game_screen`, `settings_panel`, `social_panel`, `toast_manager`, `ui_manager`, `window_manager` - Adjust core application entrypoints: - application.cpp - Update component implementations for new controller flow: - action_bar_panel.cpp, `chat_panel.cpp`, `combat_ui.cpp`, `dialog_manager.cpp`, `game_screen.cpp`, `settings_panel.cpp`, `social_panel.cpp`, `toast_manager.cpp`, `window_manager.cpp` These staged changes implement a major architectural refactor for UI/appearance controller separation
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23 changed files with 315 additions and 134 deletions
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@ -1,5 +1,6 @@
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#pragma once
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#include "ui/ui_services.hpp"
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#include <vulkan/vulkan.h>
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#include <imgui.h>
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#include <string>
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@ -40,11 +41,17 @@ public:
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/// Fire achievement earned toast + sound
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void triggerAchievementToast(uint32_t achievementId, std::string name = {});
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// Section 3.5: UIServices injection (Phase B singleton breaking)
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void setServices(const UIServices& services) { services_ = services; }
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// --- public state consumed by GameScreen for the golden burst overlay ---
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float levelUpFlashAlpha = 0.0f;
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uint32_t levelUpDisplayLevel = 0;
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private:
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// Section 3.5: Injected UI services
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UIServices services_;
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// ---- Ding effect (own level-up) ----
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static constexpr float DING_DURATION = 4.0f;
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float dingTimer_ = 0.0f;
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