Fix character appearance, previews, mount seat, and online unequip

This commit is contained in:
Kelsi 2026-02-12 14:55:27 -08:00
parent 4a023e773b
commit 275914b4db
19 changed files with 743 additions and 113 deletions

View file

@ -49,6 +49,7 @@ void CharacterCreateScreen::reset() {
maxFacialHair = 8;
statusMessage.clear();
statusIsError = false;
hairColorIds_.clear();
updateAvailableClasses();
// Reset preview tracking to force model reload on next render
@ -114,13 +115,19 @@ void CharacterCreateScreen::updatePreviewIfNeeded() {
if (changed) {
bool useFemaleModel = (genderIndex == 2 && bodyTypeIndex == 1); // Nonbinary + Feminine
uint8_t hairColorId = 0;
if (!hairColorIds_.empty() && hairColor >= 0 && hairColor < static_cast<int>(hairColorIds_.size())) {
hairColorId = hairColorIds_[hairColor];
} else {
hairColorId = static_cast<uint8_t>(hairColor);
}
preview_->loadCharacter(
allRaces[raceIndex],
static_cast<game::Gender>(genderIndex),
static_cast<uint8_t>(skin),
static_cast<uint8_t>(face),
static_cast<uint8_t>(hairStyle),
static_cast<uint8_t>(hairColor),
hairColorId,
static_cast<uint8_t>(facialHair),
useFemaleModel);
@ -153,6 +160,7 @@ void CharacterCreateScreen::updateAppearanceRanges() {
maxHairStyle = 11;
maxHairColor = 9;
maxFacialHair = 8;
hairColorIds_.clear();
if (!assetManager_) return;
auto dbc = assetManager_->loadDBC("CharSections.dbc");
@ -189,7 +197,7 @@ void CharacterCreateScreen::updateAppearanceRanges() {
}
int faceMax = -1;
int hairColorMax = -1;
std::vector<uint8_t> hairColorIds;
for (uint32_t r = 0; r < dbc->getRecordCount(); r++) {
uint32_t raceId = dbc->getUInt32(r, 1);
uint32_t sexId = dbc->getUInt32(r, 2);
@ -202,7 +210,9 @@ void CharacterCreateScreen::updateAppearanceRanges() {
if (baseSection == 1 && colorIndex == static_cast<uint32_t>(skin)) {
faceMax = std::max(faceMax, static_cast<int>(variationIndex));
} else if (baseSection == 3 && variationIndex == static_cast<uint32_t>(hairStyle)) {
hairColorMax = std::max(hairColorMax, static_cast<int>(colorIndex));
if (colorIndex <= 255) {
hairColorIds.push_back(static_cast<uint8_t>(colorIndex));
}
}
}
@ -210,9 +220,15 @@ void CharacterCreateScreen::updateAppearanceRanges() {
maxFace = faceMax;
if (face > maxFace) face = maxFace;
}
if (hairColorMax >= 0) {
maxHairColor = hairColorMax;
// Hair colors: use actual available DBC IDs (not "0..maxId"), since IDs may be sparse.
if (!hairColorIds.empty()) {
std::sort(hairColorIds.begin(), hairColorIds.end());
hairColorIds.erase(std::unique(hairColorIds.begin(), hairColorIds.end()), hairColorIds.end());
hairColorIds_ = std::move(hairColorIds);
maxHairColor = std::max(0, static_cast<int>(hairColorIds_.size()) - 1);
if (hairColor > maxHairColor) hairColor = maxHairColor;
if (hairColor < 0) hairColor = 0;
}
int facialMax = -1;
auto facialDbc = assetManager_->loadDBC("CharacterFacialHairStyles.dbc");
@ -450,7 +466,11 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
data.skin = static_cast<uint8_t>(skin);
data.face = static_cast<uint8_t>(face);
data.hairStyle = static_cast<uint8_t>(hairStyle);
data.hairColor = static_cast<uint8_t>(hairColor);
if (!hairColorIds_.empty() && hairColor >= 0 && hairColor < static_cast<int>(hairColorIds_.size())) {
data.hairColor = hairColorIds_[hairColor];
} else {
data.hairColor = static_cast<uint8_t>(hairColor);
}
data.facialHair = static_cast<uint8_t>(facialHair);
if (onCreate) {
onCreate(data);

View file

@ -1,4 +1,8 @@
#include "ui/character_screen.hpp"
#include "rendering/character_preview.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/application.hpp"
#include "core/logger.hpp"
#include <imgui.h>
#include <cstdlib>
#include <filesystem>
@ -11,26 +15,59 @@ namespace wowee { namespace ui {
CharacterScreen::CharacterScreen() {
}
void CharacterScreen::render(game::GameHandler& gameHandler) {
// Size the window to fill most of the viewport
ImVec2 vpSize = ImGui::GetMainViewport()->Size;
ImVec2 winSize(vpSize.x * 0.6f, vpSize.y * 0.7f);
if (winSize.x < 700.0f) winSize.x = 700.0f;
if (winSize.y < 500.0f) winSize.y = 500.0f;
ImGui::SetNextWindowSize(winSize, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(
ImVec2(vpSize.x * 0.5f, vpSize.y * 0.5f),
ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
static uint64_t hashEquipment(const std::vector<game::EquipmentItem>& eq) {
// FNV-1a 64-bit over (displayModel, inventoryType, enchantment)
uint64_t h = 1469598103934665603ull;
auto mix8 = [&](uint8_t b) {
h ^= b;
h *= 1099511628211ull;
};
auto mix32 = [&](uint32_t v) {
mix8(static_cast<uint8_t>(v & 0xFF));
mix8(static_cast<uint8_t>((v >> 8) & 0xFF));
mix8(static_cast<uint8_t>((v >> 16) & 0xFF));
mix8(static_cast<uint8_t>((v >> 24) & 0xFF));
};
for (const auto& it : eq) {
mix32(it.displayModel);
mix8(it.inventoryType);
mix32(it.enchantment);
}
return h;
}
ImGui::Begin("Character Selection", nullptr, ImGuiWindowFlags_NoCollapse);
void CharacterScreen::render(game::GameHandler& gameHandler) {
ImGuiViewport* vp = ImGui::GetMainViewport();
const ImVec2 pad(24.0f, 24.0f);
ImVec2 winSize(vp->Size.x - pad.x * 2.0f, vp->Size.y - pad.y * 2.0f);
if (winSize.x < 860.0f) winSize.x = 860.0f;
if (winSize.y < 620.0f) winSize.y = 620.0f;
ImGui::SetNextWindowPos(ImVec2(vp->Pos.x + (vp->Size.x - winSize.x) * 0.5f,
vp->Pos.y + (vp->Size.y - winSize.y) * 0.5f),
ImGuiCond_Always);
ImGui::SetNextWindowSize(winSize, ImGuiCond_Always);
ImGui::Begin("Character Selection", nullptr,
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove);
// Ensure we can render a preview even if the state transition hook didn't inject the AssetManager.
if (!assetManager_) {
assetManager_ = core::Application::getInstance().getAssetManager();
}
// Get character list
const auto& characters = gameHandler.getCharacters();
// Request character list if not available
if (characters.empty() && gameHandler.getState() == game::WorldState::READY) {
// Request character list if not available.
// Also show a loading state while CHAR_LIST_REQUESTED is in-flight (characters may be cleared to avoid stale UI).
if (characters.empty() &&
(gameHandler.getState() == game::WorldState::READY ||
gameHandler.getState() == game::WorldState::CHAR_LIST_REQUESTED)) {
ImGui::Text("Loading characters...");
gameHandler.requestCharacterList();
if (gameHandler.getState() == game::WorldState::READY) {
gameHandler.requestCharacterList();
}
ImGui::End();
return;
}
@ -54,6 +91,22 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
return;
}
// If the list refreshed, keep selection stable by GUID.
if (selectedCharacterGuid != 0) {
const bool needReselect =
(selectedCharacterIndex < 0) ||
(selectedCharacterIndex >= static_cast<int>(characters.size())) ||
(characters[static_cast<size_t>(selectedCharacterIndex)].guid != selectedCharacterGuid);
if (needReselect) {
for (size_t i = 0; i < characters.size(); ++i) {
if (characters[i].guid == selectedCharacterGuid) {
selectedCharacterIndex = static_cast<int>(i);
break;
}
}
}
}
// Restore last-selected character (once per screen visit)
if (!restoredLastCharacter) {
// Priority 1: Select newly created character if set
@ -99,7 +152,7 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
// ── Two-column layout: character list (left) | details (right) ──
float availW = ImGui::GetContentRegionAvail().x;
float detailPanelW = 260.0f;
float detailPanelW = 360.0f;
float listW = availW - detailPanelW - ImGui::GetStyle().ItemSpacing.x;
if (listW < 300.0f) { listW = availW; detailPanelW = 0.0f; }
@ -174,9 +227,83 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
const auto& character = characters[selectedCharacterIndex];
// Keep the 3D preview in sync with the selected character.
if (assetManager_ && assetManager_->isInitialized()) {
if (!preview_) {
preview_ = std::make_unique<rendering::CharacterPreview>();
}
if (!previewInitialized_) {
previewInitialized_ = preview_->initialize(assetManager_);
if (!previewInitialized_) {
LOG_WARNING("CharacterScreen: failed to init CharacterPreview");
preview_.reset();
}
}
if (preview_) {
const uint64_t equipHash = hashEquipment(character.equipment);
const bool changed =
(previewGuid_ != character.guid) ||
(previewAppearanceBytes_ != character.appearanceBytes) ||
(previewFacialFeatures_ != character.facialFeatures) ||
(previewUseFemaleModel_ != character.useFemaleModel) ||
(previewEquipHash_ != equipHash) ||
(!preview_->isModelLoaded());
if (changed) {
uint8_t skin = character.appearanceBytes & 0xFF;
uint8_t face = (character.appearanceBytes >> 8) & 0xFF;
uint8_t hairStyle = (character.appearanceBytes >> 16) & 0xFF;
uint8_t hairColor = (character.appearanceBytes >> 24) & 0xFF;
if (preview_->loadCharacter(character.race, character.gender,
skin, face, hairStyle, hairColor,
character.facialFeatures, character.useFemaleModel)) {
preview_->applyEquipment(character.equipment);
}
previewGuid_ = character.guid;
previewAppearanceBytes_ = character.appearanceBytes;
previewFacialFeatures_ = character.facialFeatures;
previewUseFemaleModel_ = character.useFemaleModel;
previewEquipHash_ = equipHash;
}
// Drive preview animation and render to its FBO.
preview_->update(ImGui::GetIO().DeltaTime);
preview_->render();
}
}
ImGui::SameLine();
ImGui::BeginChild("CharDetails", ImVec2(detailPanelW, listH), true);
// 3D preview portrait
if (preview_ && preview_->getTextureId() != 0) {
float imgW = ImGui::GetContentRegionAvail().x;
float imgH = imgW * (static_cast<float>(preview_->getHeight()) /
static_cast<float>(preview_->getWidth()));
// Clamp to avoid taking the entire panel
float maxH = 320.0f;
if (imgH > maxH) {
imgH = maxH;
imgW = imgH * (static_cast<float>(preview_->getWidth()) /
static_cast<float>(preview_->getHeight()));
}
ImGui::Image(
static_cast<ImTextureID>(preview_->getTextureId()),
ImVec2(imgW, imgH),
ImVec2(0.0f, 1.0f), // flip Y for OpenGL
ImVec2(1.0f, 0.0f));
if (ImGui::IsItemHovered() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
preview_->rotate(ImGui::GetIO().MouseDelta.x * 0.2f);
}
ImGui::Spacing();
} else if (!assetManager_ || !assetManager_->isInitialized()) {
ImGui::TextDisabled("Preview unavailable (assets not loaded)");
ImGui::Spacing();
}
ImGui::TextColored(getFactionColor(character.race), "%s", character.name.c_str());
ImGui::Separator();
ImGui::Spacing();

View file

@ -2201,8 +2201,20 @@ void GameScreen::updateCharacterGeosets(game::Inventory& inventory) {
for (uint16_t i = 0; i <= 18; i++) {
geosets.insert(i);
}
geosets.insert(101); // Hair
geosets.insert(201); // Facial
// Hair/facial geosets must match the active character's appearance, otherwise
// we end up forcing a default hair mesh (often perceived as "wrong hair").
{
uint8_t hairStyleId = 0;
uint8_t facialId = 0;
if (auto* gh = app.getGameHandler()) {
if (const auto* ch = gh->getActiveCharacter()) {
hairStyleId = static_cast<uint8_t>((ch->appearanceBytes >> 16) & 0xFF);
facialId = ch->facialFeatures;
}
}
geosets.insert(static_cast<uint16_t>(100 + hairStyleId + 1)); // Group 1 hair
geosets.insert(static_cast<uint16_t>(200 + facialId + 1)); // Group 2 facial
}
geosets.insert(701); // Ears
// Chest/Shirt: inventoryType 4 (shirt), 5 (chest), 20 (robe)

View file

@ -1105,7 +1105,16 @@ void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::Ite
if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
pickupFromBackpack(inventory, backpackIndex);
} else if (kind == SlotKind::EQUIPMENT) {
pickupFromEquipment(inventory, equipSlot);
if (gameHandler_) {
// Online mode: don't mutate local equipment state.
game::MessageChatData msg{};
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Moving equipped items not supported yet (online mode).";
gameHandler_->addLocalChatMessage(msg);
} else {
pickupFromEquipment(inventory, equipSlot);
}
}
} else {
if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
@ -1126,13 +1135,19 @@ void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::Ite
// Sell to vendor
gameHandler_->sellItemBySlot(backpackIndex);
} else if (kind == SlotKind::EQUIPMENT) {
// Unequip: move to free backpack slot
int freeSlot = inventory.findFreeBackpackSlot();
if (freeSlot >= 0) {
inventory.setBackpackSlot(freeSlot, item);
inventory.clearEquipSlot(equipSlot);
equipmentDirty = true;
inventoryDirty = true;
if (gameHandler_) {
// Online mode: request server-side unequip (move to first free backpack slot).
LOG_INFO("UI unequip request: equipSlot=", (int)equipSlot);
gameHandler_->unequipToBackpack(equipSlot);
} else {
// Offline mode: Unequip: move to free backpack slot
int freeSlot = inventory.findFreeBackpackSlot();
if (freeSlot >= 0) {
inventory.setBackpackSlot(freeSlot, item);
inventory.clearEquipSlot(equipSlot);
equipmentDirty = true;
inventoryDirty = true;
}
}
} else if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
if (gameHandler_) {

View file

@ -7,8 +7,18 @@ RealmScreen::RealmScreen() {
}
void RealmScreen::render(auth::AuthHandler& authHandler) {
ImGui::SetNextWindowSize(ImVec2(700, 500), ImGuiCond_FirstUseEver);
ImGui::Begin("Realm Selection", nullptr, ImGuiWindowFlags_NoCollapse);
ImGuiViewport* vp = ImGui::GetMainViewport();
const ImVec2 pad(24.0f, 24.0f);
ImVec2 winSize(vp->Size.x - pad.x * 2.0f, vp->Size.y - pad.y * 2.0f);
if (winSize.x < 720.0f) winSize.x = 720.0f;
if (winSize.y < 540.0f) winSize.y = 540.0f;
ImGui::SetNextWindowPos(ImVec2(vp->Pos.x + (vp->Size.x - winSize.x) * 0.5f,
vp->Pos.y + (vp->Size.y - winSize.y) * 0.5f),
ImGuiCond_Always);
ImGui::SetNextWindowSize(winSize, ImGuiCond_Always);
ImGui::Begin("Realm Selection", nullptr,
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove);
ImGui::Text("Select a Realm");
ImGui::Separator();