Fix action bar click-to-cast and add spellbook drag-and-drop

Left-click on action bar slots now casts spells/uses items instead of starting a drag. Right-click-drag rearranges slots. Spells can be dragged from the spellbook directly onto the action bar, replacing the old "Assign to" button row.
This commit is contained in:
Kelsi 2026-02-06 20:27:01 -08:00
parent 4e2cf0af8e
commit 37d6298b72
3 changed files with 73 additions and 63 deletions

View file

@ -31,6 +31,11 @@ public:
void toggle() { open = !open; }
void setOpen(bool o) { open = o; }
// Drag-and-drop state for action bar assignment
bool isDraggingSpell() const { return draggingSpell_; }
uint32_t getDragSpellId() const { return dragSpellId_; }
void consumeDragSpell() { draggingSpell_ = false; dragSpellId_ = 0; dragSpellIconTex_ = 0; }
private:
bool open = false;
bool pKeyWasDown = false;
@ -54,8 +59,10 @@ private:
// Tab state
SpellTab currentTab = SpellTab::GENERAL;
// Action bar assignment
int assigningSlot = -1;
// Drag-and-drop from spellbook to action bar
bool draggingSpell_ = false;
uint32_t dragSpellId_ = 0;
GLuint dragSpellIconTex_ = 0;
void loadSpellDBC(pipeline::AssetManager* assetManager);
void loadSpellIconDBC(pipeline::AssetManager* assetManager);

View file

@ -1509,15 +1509,21 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
ImGui::PopStyleColor();
}
bool rightClicked = ImGui::IsItemClicked(ImGuiMouseButton_Right);
// Drop held item from inventory onto action bar
if (clicked && inventoryScreen.isHoldingItem()) {
const auto& held = inventoryScreen.getHeldItem();
gameHandler.setActionBarSlot(i, game::ActionBarSlot::ITEM, held.itemId);
inventoryScreen.returnHeldItem(gameHandler.getInventory());
} else if (clicked && spellbookScreen.isDraggingSpell()) {
// Drop dragged spell from spellbook onto this slot
gameHandler.setActionBarSlot(i, game::ActionBarSlot::SPELL,
spellbookScreen.getDragSpellId());
spellbookScreen.consumeDragSpell();
} else if (clicked && actionBarDragSlot_ >= 0) {
// Dropping a dragged action bar slot onto another slot - swap or place
if (i != actionBarDragSlot_) {
// Swap the two slots
const auto& dragSrc = bar[actionBarDragSlot_];
auto srcType = dragSrc.type;
auto srcId = dragSrc.id;
@ -1527,16 +1533,17 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
actionBarDragSlot_ = -1;
actionBarDragIcon_ = 0;
} else if (clicked && !slot.isEmpty()) {
// Pick up this action bar slot for dragging
actionBarDragSlot_ = i;
actionBarDragIcon_ = iconTex;
} else if (clicked) {
// Left-click on non-empty slot: cast spell or use item
if (slot.type == game::ActionBarSlot::SPELL && slot.isReady()) {
uint64_t target = gameHandler.hasTarget() ? gameHandler.getTargetGuid() : 0;
gameHandler.castSpell(slot.id, target);
} else if (slot.type == game::ActionBarSlot::ITEM && slot.id != 0) {
gameHandler.useItemById(slot.id);
}
} else if (rightClicked && !slot.isEmpty()) {
// Right-click on non-empty slot: pick up for dragging
actionBarDragSlot_ = i;
actionBarDragIcon_ = iconTex;
}
// Tooltip
@ -1604,8 +1611,8 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
IM_COL32(80, 80, 120, 180));
}
// On mouse release, check if outside the action bar area
if (ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
// On right mouse release, check if outside the action bar area
if (ImGui::IsMouseReleased(ImGuiMouseButton_Right)) {
bool insideBar = (mousePos.x >= barX && mousePos.x <= barX + barW &&
mousePos.y >= barY && mousePos.y <= barY + barH);
if (!insideBar) {

View file

@ -204,22 +204,12 @@ void SpellbookScreen::render(game::GameHandler& gameHandler, pipeline::AssetMana
if (ImGui::BeginTabItem(label)) {
currentTab = tab;
// Action bar assignment mode indicator
if (assigningSlot >= 0) {
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f),
"Click a spell to assign to slot %d", assigningSlot + 1);
if (ImGui::SmallButton("Cancel")) {
assigningSlot = -1;
}
ImGui::Separator();
}
if (spellList.empty()) {
ImGui::TextDisabled("No spells in this category.");
}
// Spell list with icons
ImGui::BeginChild("SpellList", ImVec2(0, -60), true);
ImGui::BeginChild("SpellList", ImVec2(0, 0), true);
float iconSize = 32.0f;
bool isPassiveTab = (tab == SpellTab::PASSIVE);
@ -274,35 +264,40 @@ void SpellbookScreen::render(game::GameHandler& gameHandler, pipeline::AssetMana
ImGui::GetWindowDrawList()->AddRectFilled(
rowMin, rowMax, IM_COL32(255, 255, 255, 20));
if (ImGui::IsMouseClicked(0)) {
if (assigningSlot >= 0 && !isPassiveTab) {
gameHandler.setActionBarSlot(assigningSlot,
game::ActionBarSlot::SPELL, info->spellId);
assigningSlot = -1;
}
// Left-click-drag to pick up spell for action bar
if (ImGui::IsMouseClicked(0) && !isPassiveTab) {
draggingSpell_ = true;
dragSpellId_ = info->spellId;
dragSpellIconTex_ = iconTex;
}
if (ImGui::IsMouseDoubleClicked(0) && !isPassiveTab && !onCooldown) {
// Double-click casts (cancel any drag)
draggingSpell_ = false;
dragSpellId_ = 0;
dragSpellIconTex_ = 0;
uint64_t target = gameHandler.hasTarget() ? gameHandler.getTargetGuid() : 0;
gameHandler.castSpell(info->spellId, target);
}
// Tooltip
ImGui::BeginTooltip();
ImGui::Text("%s", info->name.c_str());
if (!info->rank.empty()) {
ImGui::TextDisabled("%s", info->rank.c_str());
}
ImGui::TextDisabled("Spell ID: %u", info->spellId);
if (isPassiveTab) {
ImGui::TextDisabled("Passive");
} else {
if (!onCooldown) {
ImGui::TextDisabled("Double-click to cast");
// Tooltip (only when not dragging)
if (!draggingSpell_) {
ImGui::BeginTooltip();
ImGui::Text("%s", info->name.c_str());
if (!info->rank.empty()) {
ImGui::TextDisabled("%s", info->rank.c_str());
}
ImGui::TextDisabled("Use buttons below to assign to action bar");
ImGui::TextDisabled("Spell ID: %u", info->spellId);
if (isPassiveTab) {
ImGui::TextDisabled("Passive");
} else {
ImGui::TextDisabled("Drag to action bar to assign");
if (!onCooldown) {
ImGui::TextDisabled("Double-click to cast");
}
}
ImGui::EndTooltip();
}
ImGui::EndTooltip();
}
if (isPassiveTab || onCooldown) {
@ -329,35 +324,36 @@ void SpellbookScreen::render(game::GameHandler& gameHandler, pipeline::AssetMana
ImGui::EndTabBar();
}
// Action bar quick-assign buttons (not for passive tab)
if (currentTab != SpellTab::PASSIVE) {
ImGui::Separator();
ImGui::Text("Assign to:");
ImGui::SameLine();
static const char* slotLabels[] = {"1","2","3","4","5","6","7","8","9","0","-","="};
for (int i = 0; i < 12; ++i) {
if (i > 0) ImGui::SameLine(0, 2);
ImGui::PushID(100 + i);
bool isAssigning = (assigningSlot == i);
if (isAssigning) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.6f, 0.2f, 1.0f));
}
if (ImGui::SmallButton(slotLabels[i])) {
assigningSlot = isAssigning ? -1 : i;
}
if (isAssigning) {
ImGui::PopStyleColor();
}
ImGui::PopID();
}
}
}
ImGui::End();
if (!windowOpen) {
open = false;
}
// Render dragged spell icon at cursor
if (draggingSpell_ && dragSpellId_ != 0) {
ImVec2 mousePos = ImGui::GetMousePos();
float dragSize = 32.0f;
if (dragSpellIconTex_) {
ImGui::GetForegroundDrawList()->AddImage(
(ImTextureID)(uintptr_t)dragSpellIconTex_,
ImVec2(mousePos.x - dragSize * 0.5f, mousePos.y - dragSize * 0.5f),
ImVec2(mousePos.x + dragSize * 0.5f, mousePos.y + dragSize * 0.5f));
} else {
ImGui::GetForegroundDrawList()->AddRectFilled(
ImVec2(mousePos.x - dragSize * 0.5f, mousePos.y - dragSize * 0.5f),
ImVec2(mousePos.x + dragSize * 0.5f, mousePos.y + dragSize * 0.5f),
IM_COL32(80, 80, 120, 180));
}
// Cancel drag on mouse release (action bar consumes it before this if dropped on a slot)
if (ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
draggingSpell_ = false;
dragSpellId_ = 0;
dragSpellIconTex_ = 0;
}
}
}
}} // namespace wowee::ui