Add character screen model preview, item icons, stats panel, and fix targeting bugs

Enhanced the C-key character screen with a 3-column layout featuring a 3D
character model preview (with drag-to-rotate), item icons loaded from BLP
textures via ItemDisplayInfo.dbc, and a stats panel showing base + equipment
bonuses. Fixed selection circle clipping under terrain by adding a Z offset,
and corrected faction hostility logic that was wrongly marking hostile mobs
as friendly.
This commit is contained in:
Kelsi 2026-02-06 14:24:38 -08:00
parent 7128ea1417
commit 394e91cd9e
12 changed files with 738 additions and 53 deletions

View file

@ -1,21 +1,29 @@
#pragma once
#include "game/inventory.hpp"
#include "game/character.hpp"
#include "game/world_packets.hpp"
#include <GL/glew.h>
#include <imgui.h>
#include <functional>
#include <memory>
#include <unordered_map>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering { class CharacterPreview; class CharacterRenderer; }
namespace game { class GameHandler; }
namespace ui {
class InventoryScreen {
public:
~InventoryScreen();
/// Render bags window (B key). Positioned at bottom of screen.
void render(game::Inventory& inventory, uint64_t moneyCopper);
/// Render character screen (C key). Standalone equipment window.
void renderCharacterScreen(game::Inventory& inventory);
void renderCharacterScreen(game::GameHandler& gameHandler);
bool isOpen() const { return open; }
void toggle() { open = !open; }
@ -31,6 +39,21 @@ public:
gameHandler_ = handler;
}
/// Set asset manager for icon/model loading
void setAssetManager(pipeline::AssetManager* am) { assetManager_ = am; }
/// Store player appearance for character preview
void setPlayerAppearance(game::Race race, game::Gender gender,
uint8_t skin, uint8_t face,
uint8_t hairStyle, uint8_t hairColor,
uint8_t facialHair);
/// Mark the character preview as needing equipment update
void markPreviewDirty() { previewDirty_ = true; }
/// Update the preview animation (call each frame)
void updatePreview(float deltaTime);
/// Returns true if equipment changed since last call, and clears the flag.
bool consumeEquipmentDirty() { bool d = equipmentDirty; equipmentDirty = false; return d; }
/// Returns true if any inventory slot changed since last call, and clears the flag.
@ -48,6 +71,30 @@ private:
bool vendorMode_ = false;
game::GameHandler* gameHandler_ = nullptr;
// Asset manager for icons and preview
pipeline::AssetManager* assetManager_ = nullptr;
// Item icon cache: displayInfoId -> GL texture
std::unordered_map<uint32_t, GLuint> iconCache_;
GLuint getItemIcon(uint32_t displayInfoId);
// Character model preview
std::unique_ptr<rendering::CharacterPreview> charPreview_;
bool previewInitialized_ = false;
bool previewDirty_ = false;
// Stored player appearance for preview
game::Race playerRace_ = game::Race::HUMAN;
game::Gender playerGender_ = game::Gender::MALE;
uint8_t playerSkin_ = 0;
uint8_t playerFace_ = 0;
uint8_t playerHairStyle_ = 0;
uint8_t playerHairColor_ = 0;
uint8_t playerFacialHair_ = 0;
void initPreview();
void updatePreviewEquipment(game::Inventory& inventory);
// Drag-and-drop held item state
bool holdingItem = false;
game::ItemDef heldItem;
@ -58,6 +105,7 @@ private:
void renderEquipmentPanel(game::Inventory& inventory);
void renderBackpackPanel(game::Inventory& inventory);
void renderStatsPanel(game::Inventory& inventory, uint32_t playerLevel);
// Slot rendering with interaction support
enum class SlotKind { BACKPACK, EQUIPMENT };