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