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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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@ -39,6 +39,7 @@
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#include "pipeline/wdt_loader.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "ui/ui_manager.hpp"
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#include "ui/ui_services.hpp"
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#include "auth/auth_handler.hpp"
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#include "game/game_handler.hpp"
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#include "game/transport_manager.hpp"
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@ -227,6 +228,20 @@ bool Application::initialize() {
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// Wire AppearanceComposer to UI components (Phase A singleton breaking)
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if (uiManager) {
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uiManager->setAppearanceComposer(appearanceComposer_.get());
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// Wire all services to UI components (Phase B singleton breaking)
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ui::UIServices uiServices;
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uiServices.window = window.get();
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uiServices.renderer = renderer.get();
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uiServices.assetManager = assetManager.get();
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uiServices.gameHandler = gameHandler.get();
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uiServices.expansionRegistry = expansionRegistry_.get();
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uiServices.addonManager = addonManager_.get(); // May be nullptr here, re-wire later
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uiServices.audioCoordinator = audioCoordinator_.get();
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uiServices.entitySpawner = entitySpawner_.get();
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uiServices.appearanceComposer = appearanceComposer_.get();
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uiServices.worldLoader = worldLoader_.get();
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uiManager->setServices(uiServices);
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}
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// Ensure the main in-world CharacterRenderer can load textures immediately.
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@ -505,6 +520,22 @@ bool Application::initialize() {
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entitySpawner_.get(), appearanceComposer_.get(), window.get(),
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world.get(), addonManager_.get());
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// Re-wire UIServices now that all services (addonManager_, worldLoader_) are available
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if (uiManager) {
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ui::UIServices uiServices;
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uiServices.window = window.get();
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uiServices.renderer = renderer.get();
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uiServices.assetManager = assetManager.get();
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uiServices.gameHandler = gameHandler.get();
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uiServices.expansionRegistry = expansionRegistry_.get();
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uiServices.addonManager = addonManager_.get();
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uiServices.audioCoordinator = audioCoordinator_.get();
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uiServices.entitySpawner = entitySpawner_.get();
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uiServices.appearanceComposer = appearanceComposer_.get();
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uiServices.worldLoader = worldLoader_.get();
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uiManager->setServices(uiServices);
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}
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// Start background preload for last-played character's world.
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// Warms the file cache so terrain tile loading is faster at Enter World.
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{
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