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fix: resolve 7 code quality issues across PRs #59-63
- Remove stale kVOffset (-0.15) from zone_highlight_layer hover detection; the offset was removed from rendering but left in the hit-test path, shifting hover ~15% vertically - Add null guard for cachedGameHandler_ in ChatPanel::inputTextCallback to prevent dereference before first render frame - Zero WindowBorderSize in world map ImGui window to eliminate gap between window edge and map content - Replace hardcoded cosmic highlight multipliers with displayH×displayH square rendering, preserving 1:1 aspect ratio at any resolution - Skip transport waypoints where serverToCanonical zeroes nonzero input instead of silently building paths with broken (0,0,0) coordinates - Use length-squared check (posLenSq > 1.0) for spline endpoint validation instead of per-component != 0 comparison, so entities near the world origin are no longer skipped - Fix off-by-one in ChatPanel::insertChatLink buffer capacity check
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5 changed files with 20 additions and 22 deletions
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@ -172,10 +172,6 @@ void ZoneHighlightLayer::render(const LayerContext& ctx) {
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float mv = (mousePos.y - ctx.imgMin.y) / ctx.displayH;
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if (mu >= 0.0f && mu <= 1.0f && mv >= 0.0f && mv <= 1.0f) {
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// Undo the -0.15 vertical offset applied during continent rendering
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constexpr float kVOffset = -0.15f;
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mv -= kVOffset;
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// Screen UV → world coordinates
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float wowX = cLeft - mu * cDenomU;
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float wowY = cTop - mv * cDenomV;
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@ -590,6 +590,7 @@ void WorldMapFacade::Impl::renderImGuiOverlay(const glm::vec3& playerRenderPos,
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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// Bug fix: pass nullptr instead of &open so ImGui's X-button doesn't
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// set open=false directly — that bypasses cleanup (userMapOverride,
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@ -979,19 +980,17 @@ void WorldMapFacade::Impl::renderImGuiOverlay(const glm::vec3& playerRenderPos,
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// • Full stretch (like WoW original): hlW = displayW, hlH = displayH
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// • Shift glow position: adjust hlX offset
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//
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float hlW,hlH,hlX, hlY;
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// Render highlight as a square (side = displayH) to preserve
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// the 1:1 aspect of the 512×512 glow textures at any resolution.
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float hlW = displayH;
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float hlH = displayH;
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float hlX, hlY;
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if (cosmicLabel == "azeroth") {
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hlW = displayW * 0.90f; // width of highlight rect (= square)
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hlH = displayH * 0.985f; // height of highlight rect (= square)
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hlX = imgMax.x - hlW; // flush right
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hlY = imgMax.y - hlH; // flush bottom + title bar
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hlX = imgMax.x - hlW; // flush right (glow sits in right-center of texture)
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hlY = imgMin.y; // flush top
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} else {
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hlW = displayW * 0.86f; // width of highlight rect (= square)
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hlH = displayH * 0.91f; // height of highlight rect (= square)
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hlX = imgMin.x + displayW * 0.02f; // flush left
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hlY = imgMax.y - displayH * 0.95f; // flush bottom
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hlX = imgMin.x; // flush left (glow sits in left-center of texture)
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hlY = imgMin.y; // flush top
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}
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if (zoneHighlightLayer) {
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@ -1064,7 +1063,7 @@ void WorldMapFacade::Impl::renderImGuiOverlay(const glm::vec3& playerRenderPos,
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}
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ImGui::End();
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ImGui::PopStyleVar(2); // WindowPadding + ItemSpacing
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ImGui::PopStyleVar(3); // WindowPadding + ItemSpacing + WindowBorderSize
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}
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} // namespace world_map
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