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
This commit is contained in:
Paul 2026-04-01 20:59:17 +03:00
parent d43397163e
commit 1c0e9dd1df
23 changed files with 315 additions and 134 deletions

View file

@ -5,6 +5,7 @@
#include "ui/character_create_screen.hpp"
#include "ui/character_screen.hpp"
#include "ui/game_screen.hpp"
#include "ui/ui_services.hpp"
#include <memory>
// Forward declare SDL_Event
@ -74,8 +75,18 @@ public:
if (gameScreen) gameScreen->setAppearanceComposer(ac);
}
// Section 3.5: UIServices injection (Phase B singleton breaking)
void setServices(const UIServices& services) {
services_ = services;
if (gameScreen) gameScreen->setServices(services);
if (authScreen) authScreen->setServices(services);
if (characterScreen) characterScreen->setServices(services);
}
const UIServices& getServices() const { return services_; }
private:
core::Window* window = nullptr;
UIServices services_; // Section 3.5: Injected services
// UI Screens
std::unique_ptr<AuthScreen> authScreen;