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refactor(chat): decompose into modular architecture, add GM commands, fix protocol
- Extract ChatPanel monolith into 15+ focused modules under ui/chat/ (ChatInput, ChatTabManager, ChatTabCompleter, ChatMarkupParser, ChatMarkupRenderer, ChatCommandRegistry, ChatBubbleManager, ChatSettings, MacroEvaluator, GameStateAdapter, InputModifierAdapter) - Split 2700-line chat_panel_commands.cpp into 11 command modules - Add GM command handling: 190-command data table, dot-prefix interception, tab-completion, /gmhelp with category filter - Fix ChatType enum to match WoW wire protocol (SAY=0x01 not 0x00); values 0x00-0x1B shared across Vanilla/TBC/WotLK - Fix BG_SYSTEM_* values from 82-84 (UB in bitmask shifts) to 0x24-0x26 - Fix infinite Enter key loop after teleport (disable TOGGLE_CHAT repeat, add 2-frame input cooldown) - Add tests: chat_markup_parser, chat_tab_completer, gm_commands, macro_evaluator Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
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54 changed files with 7363 additions and 3856 deletions
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@ -895,15 +895,16 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
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chatPanel_.activateSlashInput();
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}
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if (!io.WantTextInput && !chatPanel_.isChatInputActive() &&
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KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_CHAT, true)) {
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KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_CHAT, false)) {
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chatPanel_.activateInput();
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}
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const bool textFocus = chatPanel_.isChatInputActive() || io.WantTextInput;
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// Tab targeting (when keyboard not captured by UI)
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if (!io.WantCaptureKeyboard) {
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// When typing in chat (or any text input), never treat keys as gameplay/UI shortcuts.
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// Game hotkeys — gate on textFocus (chat/text-input active) rather than
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// WantCaptureKeyboard so that toggle keys like M, C, I still work when an
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// ImGui window (character panel, map, etc.) happens to have focus.
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{
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if (!textFocus && input.isKeyJustPressed(SDL_SCANCODE_TAB)) {
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const auto& movement = gameHandler.getMovementInfo();
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gameHandler.tabTarget(movement.x, movement.y, movement.z);
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@ -1005,7 +1006,7 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
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}
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// Toggle Titles window with H (hero/title screen — no conflicting keybinding)
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if (input.isKeyJustPressed(SDL_SCANCODE_H) && !ImGui::GetIO().WantCaptureKeyboard) {
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if (input.isKeyJustPressed(SDL_SCANCODE_H)) {
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windowManager_.showTitlesWindow_ = !windowManager_.showTitlesWindow_;
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}
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@ -1065,7 +1066,7 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
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} else if (bar[slotIdx].type == game::ActionBarSlot::ITEM && bar[slotIdx].id != 0) {
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gameHandler.useItemById(bar[slotIdx].id);
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} else if (bar[slotIdx].type == game::ActionBarSlot::MACRO) {
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chatPanel_.executeMacroText(gameHandler, inventoryScreen, spellbookScreen, questLogScreen, gameHandler.getMacroText(bar[slotIdx].id));
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chatPanel_.executeMacroText(gameHandler, gameHandler.getMacroText(bar[slotIdx].id));
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}
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}
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}
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