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feat: flash action bar button red when spell cast fails
Add SpellCastFailedCallback to GameHandler, fired from SMSG_CAST_RESULT when result != 0. GameScreen registers the callback and records each failed spellId in actionFlashEndTimes_ (keyed by spell ID, value = expiry time). During action bar rendering, if a slot's spell has an active flash entry, an AddRectFilled overlay is drawn over the button with alpha proportional to remaining time (1.0→0.0 over 0.5 s), giving the same error-red flash visual feedback as the original WoW client.
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4 changed files with 41 additions and 0 deletions
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@ -939,6 +939,10 @@ public:
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using SpellCastAnimCallback = std::function<void(uint64_t guid, bool start, bool isChannel)>;
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void setSpellCastAnimCallback(SpellCastAnimCallback cb) { spellCastAnimCallback_ = std::move(cb); }
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// Fired when the player's own spell cast fails (spellId of the failed spell).
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using SpellCastFailedCallback = std::function<void(uint32_t spellId)>;
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void setSpellCastFailedCallback(SpellCastFailedCallback cb) { spellCastFailedCallback_ = std::move(cb); }
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// Unit animation hint: signal jump (animId=38) for other players/NPCs
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using UnitAnimHintCallback = std::function<void(uint64_t guid, uint32_t animId)>;
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void setUnitAnimHintCallback(UnitAnimHintCallback cb) { unitAnimHintCallback_ = std::move(cb); }
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@ -3309,6 +3313,7 @@ private:
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MeleeSwingCallback meleeSwingCallback_;
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uint64_t lastMeleeSwingMs_ = 0; // system_clock ms at last player auto-attack swing
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SpellCastAnimCallback spellCastAnimCallback_;
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SpellCastFailedCallback spellCastFailedCallback_;
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UnitAnimHintCallback unitAnimHintCallback_;
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UnitMoveFlagsCallback unitMoveFlagsCallback_;
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NpcSwingCallback npcSwingCallback_;
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@ -58,6 +58,10 @@ private:
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// Set to true by /stopmacro; checked in executeMacroText to halt remaining commands.
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bool macroStopped_ = false;
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// Action bar error-flash: spellId → wall-clock time (seconds) when the flash ends.
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// Populated by the SpellCastFailedCallback; queried during action bar button rendering.
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std::unordered_map<uint32_t, float> actionFlashEndTimes_;
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// Tab-completion state for slash commands
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std::string chatTabPrefix_; // prefix captured on first Tab press
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std::vector<std::string> chatTabMatches_; // matching command list
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@ -109,6 +113,8 @@ private:
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std::vector<UIErrorEntry> uiErrors_;
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bool uiErrorCallbackSet_ = false;
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static constexpr float kUIErrorLifetime = 2.5f;
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bool castFailedCallbackSet_ = false;
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static constexpr float kActionFlashDuration = 0.5f; // seconds for error-red overlay to fade
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// Reputation change toast: brief colored slide-in below minimap
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struct RepToastEntry { std::string factionName; int32_t delta = 0; int32_t standing = 0; float age = 0.0f; };
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@ -2267,6 +2267,7 @@ void GameHandler::handlePacket(network::Packet& packet) {
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std::string errMsg = reason ? reason
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: ("Spell cast failed (error " + std::to_string(castResult) + ")");
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addUIError(errMsg);
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if (spellCastFailedCallback_) spellCastFailedCallback_(castResultSpellId);
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MessageChatData msg;
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msg.type = ChatType::SYSTEM;
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msg.language = ChatLanguage::UNIVERSAL;
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@ -414,6 +414,16 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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uiErrorCallbackSet_ = true;
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}
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// Flash the action bar button whose spell just failed (0.5 s red overlay).
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if (!castFailedCallbackSet_) {
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gameHandler.setSpellCastFailedCallback([this](uint32_t spellId) {
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if (spellId == 0) return;
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float now = static_cast<float>(ImGui::GetTime());
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actionFlashEndTimes_[spellId] = now + kActionFlashDuration;
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});
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castFailedCallbackSet_ = true;
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}
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// Set up reputation change toast callback (once)
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if (!repChangeCallbackSet_) {
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gameHandler.setRepChangeCallback([this](const std::string& name, int32_t delta, int32_t standing) {
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@ -8435,6 +8445,25 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
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ImGui::PopStyleColor();
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}
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// Error-flash overlay: red fade on spell cast failure (~0.5 s).
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if (slot.type == game::ActionBarSlot::SPELL && slot.id != 0) {
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auto flashIt = actionFlashEndTimes_.find(slot.id);
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if (flashIt != actionFlashEndTimes_.end()) {
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float now = static_cast<float>(ImGui::GetTime());
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float remaining = flashIt->second - now;
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if (remaining > 0.0f) {
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float alpha = remaining / kActionFlashDuration; // 1→0
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ImVec2 rMin = ImGui::GetItemRectMin();
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ImVec2 rMax = ImGui::GetItemRectMax();
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ImGui::GetWindowDrawList()->AddRectFilled(
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rMin, rMax,
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ImGui::ColorConvertFloat4ToU32(ImVec4(1.0f, 0.1f, 0.1f, 0.55f * alpha)));
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} else {
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actionFlashEndTimes_.erase(flashIt);
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}
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}
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}
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bool hoveredOnRelease = ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) &&
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ImGui::IsMouseReleased(ImGuiMouseButton_Left);
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