Add bag bar drag-to-reorder, fix three wrong WotLK opcodes

Bag bar: left-click drag bags to swap positions using CMSG_SWAP_ITEM
with INVENTORY_SLOT_BAG_0 (255). Local optimistic swap for instant
feedback. Camera controller now respects ImGui WantCaptureMouse.
Vendor auto-open bags only triggers once per session.

Fix opcodes: CMSG_GAMEOBJECT_USE 0x01B→0x0B1 (typo caused
SMSG_FORCEACTIONSHOW spam), CMSG_CANCEL_AURA 0x033→0x136,
SMSG_SELL_ITEM 0x1A4→0x1A1.
This commit is contained in:
Kelsi 2026-02-19 22:34:22 -08:00
parent 328ec9ea78
commit 38ad368c82
9 changed files with 168 additions and 48 deletions

View file

@ -360,19 +360,18 @@ void GameScreen::render(game::GameHandler& gameHandler) {
// Set vendor mode before rendering inventory
inventoryScreen.setVendorMode(gameHandler.isVendorWindowOpen(), &gameHandler);
// Auto-open bags when vendor window opens
// Auto-open bags once when vendor window first opens
if (gameHandler.isVendorWindowOpen()) {
if (inventoryScreen.isSeparateBags()) {
if (!inventoryScreen.isBackpackOpen() &&
!inventoryScreen.isBagOpen(0) &&
!inventoryScreen.isBagOpen(1) &&
!inventoryScreen.isBagOpen(2) &&
!inventoryScreen.isBagOpen(3)) {
if (!vendorBagsOpened_) {
vendorBagsOpened_ = true;
if (inventoryScreen.isSeparateBags()) {
inventoryScreen.openAllBags();
} else if (!inventoryScreen.isOpen()) {
inventoryScreen.setOpen(true);
}
} else if (!inventoryScreen.isOpen()) {
inventoryScreen.setOpen(true);
}
} else {
vendorBagsOpened_ = false;
}
// Bags (B key toggle handled inside)
@ -3591,6 +3590,10 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) {
}
}
// Track bag slot screen rects for drop detection
ImVec2 bagSlotMins[4], bagSlotMaxs[4];
GLuint bagIcons[4] = {};
// Slots 1-4: Bag slots (leftmost)
for (int i = 0; i < 4; ++i) {
if (i > 0) ImGui::SameLine(0, spacing);
@ -3603,47 +3606,59 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) {
if (!bagItem.empty() && bagItem.item.displayInfoId != 0) {
bagIcon = inventoryScreen.getItemIcon(bagItem.item.displayInfoId);
}
bagIcons[i] = bagIcon;
// Render the slot as an invisible button so we control all interaction
ImVec2 cpos = ImGui::GetCursorScreenPos();
ImGui::InvisibleButton("##bagSlot", ImVec2(slotSize, slotSize));
bagSlotMins[i] = cpos;
bagSlotMaxs[i] = ImVec2(cpos.x + slotSize, cpos.y + slotSize);
ImDrawList* dl = ImGui::GetWindowDrawList();
// Draw background + icon
if (bagIcon) {
if (ImGui::ImageButton("##bag", (ImTextureID)(uintptr_t)bagIcon,
ImVec2(slotSize, slotSize),
ImVec2(0, 0), ImVec2(1, 1),
ImVec4(0.1f, 0.1f, 0.1f, 0.9f),
ImVec4(1, 1, 1, 1))) {
if (inventoryScreen.isSeparateBags())
inventoryScreen.toggleBag(i);
else
inventoryScreen.toggle();
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("%s", bagItem.item.name.c_str());
}
dl->AddRectFilled(bagSlotMins[i], bagSlotMaxs[i], IM_COL32(25, 25, 25, 230));
dl->AddImage((ImTextureID)(uintptr_t)bagIcon, bagSlotMins[i], bagSlotMaxs[i]);
} else {
// Empty bag slot
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.15f, 0.15f, 0.15f, 0.8f));
if (ImGui::Button("##empty", ImVec2(slotSize, slotSize))) {
// Empty slot - no bag equipped
}
ImGui::PopStyleColor();
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Empty Bag Slot");
}
dl->AddRectFilled(bagSlotMins[i], bagSlotMaxs[i], IM_COL32(38, 38, 38, 204));
}
if (inventoryScreen.isSeparateBags() &&
inventoryScreen.isBagOpen(i)) {
ImDrawList* dl = ImGui::GetWindowDrawList();
ImVec2 r0 = ImGui::GetItemRectMin();
ImVec2 r1 = ImGui::GetItemRectMax();
dl->AddRect(r0, r1, IM_COL32(255, 255, 255, 255), 3.0f, 0, 2.0f);
// Hover highlight
bool hovered = ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem);
if (hovered && bagBarPickedSlot_ < 0) {
dl->AddRect(bagSlotMins[i], bagSlotMaxs[i], IM_COL32(255, 255, 255, 100));
}
// Track which slot was pressed for drag detection
if (ImGui::IsItemHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Left) && bagBarPickedSlot_ < 0 && bagIcon) {
bagBarDragSource_ = i;
}
// Click toggles bag open/close (handled in mouse release section below)
// Dim the slot being dragged
if (bagBarPickedSlot_ == i) {
dl->AddRectFilled(bagSlotMins[i], bagSlotMaxs[i], IM_COL32(0, 0, 0, 150));
}
// Tooltip
if (hovered && bagBarPickedSlot_ < 0) {
if (bagIcon)
ImGui::SetTooltip("%s", bagItem.item.name.c_str());
else
ImGui::SetTooltip("Empty Bag Slot");
}
// Open bag indicator
if (inventoryScreen.isSeparateBags() && inventoryScreen.isBagOpen(i)) {
dl->AddRect(bagSlotMins[i], bagSlotMaxs[i], IM_COL32(255, 255, 255, 255), 3.0f, 0, 2.0f);
}
// Accept dragged item from inventory
if (ImGui::IsItemHovered() && inventoryScreen.isHoldingItem()) {
if (hovered && inventoryScreen.isHoldingItem()) {
const auto& heldItem = inventoryScreen.getHeldItem();
// Check if held item is a bag (bagSlots > 0)
if (heldItem.bagSlots > 0 && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
// Equip the bag to inventory
auto& inventory = gameHandler.getInventory();
inventory.setEquipSlot(bagSlot, heldItem);
inventoryScreen.returnHeldItem(inventory);
@ -3653,6 +3668,46 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) {
ImGui::PopID();
}
// Drag lifecycle: press on a slot sets bagBarDragSource_,
// dragging 3+ pixels promotes to bagBarPickedSlot_ (visual drag),
// releasing completes swap or click
if (bagBarDragSource_ >= 0) {
if (ImGui::IsMouseDragging(ImGuiMouseButton_Left, 3.0f) && bagBarPickedSlot_ < 0) {
// Mouse moved enough — start visual drag
bagBarPickedSlot_ = bagBarDragSource_;
}
if (ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
if (bagBarPickedSlot_ >= 0) {
// Was dragging — check for drop target
ImVec2 mousePos = ImGui::GetIO().MousePos;
int dropTarget = -1;
for (int j = 0; j < 4; ++j) {
if (j == bagBarPickedSlot_) continue;
if (mousePos.x >= bagSlotMins[j].x && mousePos.x <= bagSlotMaxs[j].x &&
mousePos.y >= bagSlotMins[j].y && mousePos.y <= bagSlotMaxs[j].y) {
dropTarget = j;
break;
}
}
if (dropTarget >= 0) {
gameHandler.swapBagSlots(bagBarPickedSlot_, dropTarget);
}
bagBarPickedSlot_ = -1;
} else {
// Was just a click (no drag) — toggle bag
int slot = bagBarDragSource_;
auto equip = static_cast<game::EquipSlot>(static_cast<int>(game::EquipSlot::BAG1) + slot);
if (!inv.getEquipSlot(equip).empty()) {
if (inventoryScreen.isSeparateBags())
inventoryScreen.toggleBag(slot);
else
inventoryScreen.toggle();
}
}
bagBarDragSource_ = -1;
}
}
// Backpack (rightmost slot)
ImGui::SameLine(0, spacing);
ImGui::PushID(0);
@ -3692,6 +3747,27 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) {
ImGui::PopStyleColor();
ImGui::PopStyleVar(4);
// Draw dragged bag icon following cursor
if (bagBarPickedSlot_ >= 0) {
auto& inv2 = gameHandler.getInventory();
auto pickedEquip = static_cast<game::EquipSlot>(
static_cast<int>(game::EquipSlot::BAG1) + bagBarPickedSlot_);
const auto& pickedItem = inv2.getEquipSlot(pickedEquip);
GLuint pickedIcon = 0;
if (!pickedItem.empty() && pickedItem.item.displayInfoId != 0) {
pickedIcon = inventoryScreen.getItemIcon(pickedItem.item.displayInfoId);
}
if (pickedIcon) {
ImVec2 mousePos = ImGui::GetIO().MousePos;
float sz = 40.0f;
ImVec2 p0(mousePos.x - sz * 0.5f, mousePos.y - sz * 0.5f);
ImVec2 p1(mousePos.x + sz * 0.5f, mousePos.y + sz * 0.5f);
ImDrawList* fg = ImGui::GetForegroundDrawList();
fg->AddImage((ImTextureID)(uintptr_t)pickedIcon, p0, p1);
fg->AddRect(p0, p1, IM_COL32(200, 200, 200, 255), 0.0f, 0, 2.0f);
}
}
}
// ============================================================