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Shift-click bag items to insert item links into chat input
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3 changed files with 45 additions and 0 deletions
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@ -176,6 +176,9 @@ private:
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int dropBackpackIndex_ = -1;
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std::string dropItemName_;
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// Pending chat item link from shift-click
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std::string pendingChatItemLink_;
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public:
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static ImVec4 getQualityColor(game::ItemQuality quality);
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@ -190,6 +193,13 @@ public:
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/// Drop the currently held item into a specific equipment slot.
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/// Returns true if the drop was accepted and consumed.
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bool dropHeldItemToEquipSlot(game::Inventory& inv, game::EquipSlot slot);
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/// Returns a WoW item link string if the user shift-clicked a bag item, then clears it.
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std::string getAndClearPendingChatLink() {
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std::string out = std::move(pendingChatItemLink_);
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pendingChatItemLink_.clear();
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return out;
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}
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/// Drop the currently held item into a bank slot via CMSG_SWAP_ITEM.
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void dropIntoBankSlot(game::GameHandler& gh, uint8_t dstBag, uint8_t dstSlot);
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/// Pick up an item from main bank slot (click-and-hold from bank window).
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@ -511,6 +511,19 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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inventoryScreen.setGameHandler(&gameHandler);
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inventoryScreen.render(gameHandler.getInventory(), gameHandler.getMoneyCopper());
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// Insert item link into chat if player shift-clicked a bag item
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{
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std::string pendingLink = inventoryScreen.getAndClearPendingChatLink();
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if (!pendingLink.empty()) {
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size_t curLen = strlen(chatInputBuffer);
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if (curLen + pendingLink.size() + 1 < sizeof(chatInputBuffer)) {
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strncat(chatInputBuffer, pendingLink.c_str(), sizeof(chatInputBuffer) - curLen - 1);
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chatInputMoveCursorToEnd = true;
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refocusChatInput = true;
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}
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}
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}
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// Character screen (C key toggle handled inside render())
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inventoryScreen.renderCharacterScreen(gameHandler);
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@ -1737,6 +1737,28 @@ void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::Ite
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}
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}
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// Shift+left-click: insert item link into chat input
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if (ImGui::IsItemHovered() && !holdingItem &&
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ImGui::IsMouseClicked(ImGuiMouseButton_Left) &&
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ImGui::GetIO().KeyShift &&
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item.itemId != 0 && !item.name.empty()) {
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// Build WoW item link: |cff<qualHex>|Hitem:<id>:0:0:0:0:0:0:0:0|h[<name>]|h|r
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const char* qualHex = "9d9d9d";
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switch (item.quality) {
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case game::ItemQuality::COMMON: qualHex = "ffffff"; break;
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case game::ItemQuality::UNCOMMON: qualHex = "1eff00"; break;
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case game::ItemQuality::RARE: qualHex = "0070dd"; break;
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case game::ItemQuality::EPIC: qualHex = "a335ee"; break;
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case game::ItemQuality::LEGENDARY: qualHex = "ff8000"; break;
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default: break;
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}
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char linkBuf[512];
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snprintf(linkBuf, sizeof(linkBuf),
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"|cff%s|Hitem:%u:0:0:0:0:0:0:0:0|h[%s]|h|r",
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qualHex, item.itemId, item.name.c_str());
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pendingChatItemLink_ = linkBuf;
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}
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if (ImGui::IsItemHovered() && !holdingItem) {
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// Pass inventory for backpack/bag items only; equipped items compare against themselves otherwise
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const game::Inventory* tooltipInv = (kind == SlotKind::EQUIPMENT) ? nullptr : &inventory;
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