perf: eliminate per-frame heap allocs in M2 renderer; UI polish and report
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M2 renderer: move 3 per-frame local containers to member variables:
- particleGroups_ (unordered_map): reuse bucket structure across frames
- ribbonDraws_ (vector): reuse draw call buffer
- shadowTexSetCache_ (unordered_map): reuse descriptor cache
Eliminates ~3 heap allocations per frame in particle/ribbon/shadow passes.

UI polish:
- Nameplate hover tooltip showing level, class (players), guild name
- Bag window titles show slot counts: "Backpack (12/16)"

Player report: CMSG_COMPLAIN packet builder and reportPlayer() method.
"Report Player" option in target frame right-click menu for other players.
Server response handler (SMSG_COMPLAIN_RESULT) was already implemented.
This commit is contained in:
Kelsi 2026-03-27 18:21:47 -07:00
parent dee90d2951
commit 2af3594ce8
8 changed files with 117 additions and 44 deletions

View file

@ -4271,6 +4271,8 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
gameHandler.addFriend(name);
if (ImGui::MenuItem("Ignore"))
gameHandler.addIgnore(name);
if (ImGui::MenuItem("Report Player"))
gameHandler.reportPlayer(tGuid, "Reported via UI");
}
ImGui::Separator();
if (ImGui::BeginMenu("Set Raid Mark")) {
@ -12181,6 +12183,17 @@ void GameScreen::renderNameplates(game::GameHandler& gameHandler) {
if (mouse.x >= nx0 && mouse.x <= nx1 && mouse.y >= ny0 && mouse.y <= ny1) {
// Track mouseover for [target=mouseover] macro conditionals
gameHandler.setMouseoverGuid(guid);
// Hover tooltip: name, level/class, guild
ImGui::BeginTooltip();
ImGui::TextUnformatted(unitName.c_str());
if (isPlayer) {
uint8_t cid = entityClassId(unit);
ImGui::Text("Level %u %s", level, classNameStr(cid));
} else if (level > 0) {
ImGui::Text("Level %u", level);
}
if (!subLabel.empty()) ImGui::TextColored(ImVec4(0.7f,0.7f,0.7f,1.0f), "%s", subLabel.c_str());
ImGui::EndTooltip();
if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
gameHandler.setTarget(guid);
} else if (ImGui::IsMouseClicked(ImGuiMouseButton_Right)) {

View file

@ -985,10 +985,15 @@ void InventoryScreen::renderSeparateBags(game::Inventory& inventory, uint64_t mo
// Backpack window (bottom of stack)
if (backpackOpen_) {
int bpRows = (inventory.getBackpackSize() + columns - 1) / columns;
int bpTotal = inventory.getBackpackSize();
int bpUsed = 0;
for (int i = 0; i < bpTotal; ++i) if (!inventory.getBackpackSlot(i).empty()) ++bpUsed;
char bpTitle[64];
snprintf(bpTitle, sizeof(bpTitle), "Backpack (%d/%d)", bpUsed, bpTotal);
int bpRows = (bpTotal + columns - 1) / columns;
float bpH = bpRows * (slotSize + 4.0f) + 80.0f; // header + money + padding
float defaultY = stackBottom - bpH;
renderBagWindow("Backpack", backpackOpen_, inventory, -1, stackX, defaultY, moneyCopper);
renderBagWindow(bpTitle, backpackOpen_, inventory, -1, stackX, defaultY, moneyCopper);
stackBottom = defaultY - stackGap;
}
@ -1010,14 +1015,16 @@ void InventoryScreen::renderSeparateBags(game::Inventory& inventory, uint64_t mo
float defaultY = stackBottom - bagH;
stackBottom = defaultY - stackGap;
// Build title from equipped bag item name
char title[64];
// Build title from equipped bag item name, with used/total slot counts
int bagUsed = 0;
for (int si = 0; si < bagSize; ++si) if (!inventory.getBagSlot(bag, si).empty()) ++bagUsed;
char title[96];
game::EquipSlot bagSlot = static_cast<game::EquipSlot>(static_cast<int>(game::EquipSlot::BAG1) + bag);
const auto& bagItem = inventory.getEquipSlot(bagSlot);
if (!bagItem.empty() && !bagItem.item.name.empty()) {
snprintf(title, sizeof(title), "%s##bag%d", bagItem.item.name.c_str(), bag);
snprintf(title, sizeof(title), "%s (%d/%d)##bag%d", bagItem.item.name.c_str(), bagUsed, bagSize, bag);
} else {
snprintf(title, sizeof(title), "Bag Slot %d##bag%d", bag + 1, bag);
snprintf(title, sizeof(title), "Bag Slot %d (%d/%d)##bag%d", bag + 1, bagUsed, bagSize, bag);
}
renderBagWindow(title, bagOpen_[bag], inventory, bag, stackX, defaultY, 0);