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refactor: deduplicate class color functions, add 9 color constants
Move classColor/classColorU32 to shared getClassColor()/getClassColorU32() in ui_colors.hpp, eliminating duplicate 10-case switch in character_screen and game_screen. New ui_colors.hpp constants: kInactiveGray, kVeryLightGray, kSymbolGold, kLowHealthRed, kDangerRed, kEnergyYellow, kHappinessGreen, kRunicRed, kSoulShardPurple — replacing 36 inline literals across 4 files.
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3 changed files with 27 additions and 40 deletions
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@ -38,21 +38,7 @@ static uint64_t hashEquipment(const std::vector<game::EquipmentItem>& eq) {
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return h;
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}
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static ImVec4 classColor(uint8_t classId) {
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switch (classId) {
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case 1: return ImVec4(0.78f, 0.61f, 0.43f, 1.0f); // Warrior #C79C6E
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case 2: return ImVec4(0.96f, 0.55f, 0.73f, 1.0f); // Paladin #F58CBA
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case 3: return ImVec4(0.67f, 0.83f, 0.45f, 1.0f); // Hunter #ABD473
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case 4: return ImVec4(1.00f, 0.96f, 0.41f, 1.0f); // Rogue #FFF569
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case 5: return ImVec4(1.00f, 1.00f, 1.00f, 1.0f); // Priest #FFFFFF
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case 6: return ImVec4(0.77f, 0.12f, 0.23f, 1.0f); // DeathKnight #C41F3B
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case 7: return ImVec4(0.00f, 0.44f, 0.87f, 1.0f); // Shaman #0070DE
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case 8: return ImVec4(0.41f, 0.80f, 0.94f, 1.0f); // Mage #69CCF0
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case 9: return ImVec4(0.58f, 0.51f, 0.79f, 1.0f); // Warlock #9482C9
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case 11: return ImVec4(1.00f, 0.49f, 0.04f, 1.0f); // Druid #FF7D0A
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default: return ui::colors::kVeryLightGray;
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}
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}
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static ImVec4 classColor(uint8_t classId) { return ui::getClassColor(classId); }
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void CharacterScreen::render(game::GameHandler& gameHandler) {
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ImGuiViewport* vp = ImGui::GetMainViewport();
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