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

@ -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) {