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.
This commit is contained in:
Kelsi 2026-03-18 04:30:33 -07:00
parent c1765b6b39
commit 277a26b351
4 changed files with 41 additions and 0 deletions

View file

@ -414,6 +414,16 @@ void GameScreen::render(game::GameHandler& gameHandler) {
uiErrorCallbackSet_ = true;
}
// Flash the action bar button whose spell just failed (0.5 s red overlay).
if (!castFailedCallbackSet_) {
gameHandler.setSpellCastFailedCallback([this](uint32_t spellId) {
if (spellId == 0) return;
float now = static_cast<float>(ImGui::GetTime());
actionFlashEndTimes_[spellId] = now + kActionFlashDuration;
});
castFailedCallbackSet_ = true;
}
// Set up reputation change toast callback (once)
if (!repChangeCallbackSet_) {
gameHandler.setRepChangeCallback([this](const std::string& name, int32_t delta, int32_t standing) {
@ -8435,6 +8445,25 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
ImGui::PopStyleColor();
}
// Error-flash overlay: red fade on spell cast failure (~0.5 s).
if (slot.type == game::ActionBarSlot::SPELL && slot.id != 0) {
auto flashIt = actionFlashEndTimes_.find(slot.id);
if (flashIt != actionFlashEndTimes_.end()) {
float now = static_cast<float>(ImGui::GetTime());
float remaining = flashIt->second - now;
if (remaining > 0.0f) {
float alpha = remaining / kActionFlashDuration; // 1→0
ImVec2 rMin = ImGui::GetItemRectMin();
ImVec2 rMax = ImGui::GetItemRectMax();
ImGui::GetWindowDrawList()->AddRectFilled(
rMin, rMax,
ImGui::ColorConvertFloat4ToU32(ImVec4(1.0f, 0.1f, 0.1f, 0.55f * alpha)));
} else {
actionFlashEndTimes_.erase(flashIt);
}
}
}
bool hoveredOnRelease = ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) &&
ImGui::IsMouseReleased(ImGuiMouseButton_Left);