Show item icons in guild bank window

Replace text-only buttons with icon+draw-list rendering that matches
the style of the regular bank, loot, and vendor windows. Item icons are
looked up via inventoryScreen.getItemIcon(info->displayInfoId); falls
back to a coloured bordered square with two-letter abbreviation when
the texture is not yet cached. Stack count is overlaid in the
bottom-right corner. Withdraw still fires on left-click.
This commit is contained in:
Kelsi 2026-03-11 20:33:46 -07:00
parent 2e92ec903c
commit 26fab2d5d0

View file

@ -11096,30 +11096,66 @@ void GameScreen::renderGuildBankWindow(game::GameHandler& gameHandler) {
ImGui::Separator();
// Tab items (98 slots = 14 columns × 7 rows)
constexpr float GB_SLOT = 34.0f;
ImDrawList* gbDraw = ImGui::GetWindowDrawList();
for (size_t i = 0; i < data.tabItems.size(); i++) {
if (i % 14 != 0) ImGui::SameLine();
if (i % 14 != 0) ImGui::SameLine(0.0f, 2.0f);
const auto& item = data.tabItems[i];
ImGui::PushID(static_cast<int>(i) + 5000);
ImVec2 pos = ImGui::GetCursorScreenPos();
if (item.itemEntry == 0) {
ImGui::Button("##gb", ImVec2(34, 34));
gbDraw->AddRectFilled(pos, ImVec2(pos.x + GB_SLOT, pos.y + GB_SLOT),
IM_COL32(30, 30, 30, 200));
gbDraw->AddRect(pos, ImVec2(pos.x + GB_SLOT, pos.y + GB_SLOT),
IM_COL32(60, 60, 60, 180));
ImGui::InvisibleButton("##gbempty", ImVec2(GB_SLOT, GB_SLOT));
} else {
auto* info = gameHandler.getItemInfo(item.itemEntry);
game::ItemQuality quality = game::ItemQuality::COMMON;
std::string name = "Item " + std::to_string(item.itemEntry);
uint32_t displayInfoId = 0;
if (info) {
quality = static_cast<game::ItemQuality>(info->quality);
name = info->name;
displayInfoId = info->displayInfoId;
}
ImVec4 qc = InventoryScreen::getQualityColor(quality);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(qc.x * 0.3f, qc.y * 0.3f, qc.z * 0.3f, 0.8f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(qc.x * 0.5f, qc.y * 0.5f, qc.z * 0.5f, 0.9f));
std::string lbl = item.stackCount > 1 ? std::to_string(item.stackCount) : ("##gi" + std::to_string(i));
if (ImGui::Button(lbl.c_str(), ImVec2(34, 34))) {
// Withdraw: auto-store to first free bag slot
ImU32 borderCol = ImGui::ColorConvertFloat4ToU32(qc);
VkDescriptorSet iconTex = displayInfoId ? inventoryScreen.getItemIcon(displayInfoId) : VK_NULL_HANDLE;
if (iconTex) {
gbDraw->AddImage((ImTextureID)(uintptr_t)iconTex, pos,
ImVec2(pos.x + GB_SLOT, pos.y + GB_SLOT));
gbDraw->AddRect(pos, ImVec2(pos.x + GB_SLOT, pos.y + GB_SLOT),
borderCol, 0.0f, 0, 1.5f);
} else {
gbDraw->AddRectFilled(pos, ImVec2(pos.x + GB_SLOT, pos.y + GB_SLOT),
IM_COL32(40, 35, 30, 220));
gbDraw->AddRect(pos, ImVec2(pos.x + GB_SLOT, pos.y + GB_SLOT),
borderCol, 0.0f, 0, 1.5f);
if (!name.empty() && name[0] != 'I') {
char abbr[3] = { name[0], name.size() > 1 ? name[1] : '\0', '\0' };
float tw = ImGui::CalcTextSize(abbr).x;
gbDraw->AddText(ImVec2(pos.x + (GB_SLOT - tw) * 0.5f, pos.y + 2.0f),
borderCol, abbr);
}
}
if (item.stackCount > 1) {
char cnt[16];
snprintf(cnt, sizeof(cnt), "%u", item.stackCount);
float cw = ImGui::CalcTextSize(cnt).x;
gbDraw->AddText(ImVec2(pos.x + 1.0f, pos.y + 1.0f), IM_COL32(0, 0, 0, 200), cnt);
gbDraw->AddText(ImVec2(pos.x + GB_SLOT - cw - 2.0f, pos.y + GB_SLOT - 14.0f),
IM_COL32(255, 255, 255, 220), cnt);
}
ImGui::InvisibleButton("##gbslot", ImVec2(GB_SLOT, GB_SLOT));
if (ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
gameHandler.guildBankWithdrawItem(activeTab, item.slotId, 0xFF, 0);
}
ImGui::PopStyleColor(2);
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::TextColored(qc, "%s", name.c_str());