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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
Add inspect window showing talent summary and gear for inspected players
Store inspect results (talent points, dual-spec state, gear entries) in a new InspectResult struct instead of discarding them as chat messages. Open the inspect window automatically from all Inspect menu items and /inspect.
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parent
92db25038c
commit
43de2be1f2
4 changed files with 129 additions and 9 deletions
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@ -499,6 +499,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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renderInstanceLockouts(gameHandler);
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renderAchievementWindow(gameHandler);
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renderGmTicketWindow(gameHandler);
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renderInspectWindow(gameHandler);
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// renderQuestMarkers(gameHandler); // Disabled - using 3D billboard markers now
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if (showMinimap_) {
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renderMinimapMarkers(gameHandler);
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@ -2621,6 +2622,7 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
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}
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if (ImGui::MenuItem("Inspect")) {
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gameHandler.inspectTarget();
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showInspectWindow_ = true;
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}
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ImGui::Separator();
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if (ImGui::MenuItem("Add Friend")) {
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@ -3009,6 +3011,7 @@ void GameScreen::renderFocusFrame(game::GameHandler& gameHandler) {
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if (ImGui::MenuItem("Inspect")) {
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gameHandler.setTarget(fGuid);
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gameHandler.inspectTarget();
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showInspectWindow_ = true;
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}
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ImGui::Separator();
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if (ImGui::MenuItem("Add Friend"))
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@ -3144,6 +3147,7 @@ void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
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// /inspect command
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if (cmdLower == "inspect") {
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gameHandler.inspectTarget();
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showInspectWindow_ = true;
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chatInputBuffer[0] = '\0';
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return;
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}
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@ -6348,6 +6352,7 @@ void GameScreen::renderPartyFrames(game::GameHandler& gameHandler) {
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if (ImGui::MenuItem("Inspect")) {
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gameHandler.setTarget(m.guid);
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gameHandler.inspectTarget();
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showInspectWindow_ = true;
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}
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bool isLeader = (partyData.leaderGuid == gameHandler.getPlayerGuid());
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if (isLeader) {
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@ -6532,6 +6537,7 @@ void GameScreen::renderPartyFrames(game::GameHandler& gameHandler) {
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if (ImGui::MenuItem("Inspect")) {
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gameHandler.setTarget(member.guid);
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gameHandler.inspectTarget();
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showInspectWindow_ = true;
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}
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ImGui::Separator();
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if (!member.name.empty()) {
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@ -14484,4 +14490,95 @@ void GameScreen::renderGmTicketWindow(game::GameHandler& gameHandler) {
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ImGui::End();
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}
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// ─── Inspect Window ───────────────────────────────────────────────────────────
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void GameScreen::renderInspectWindow(game::GameHandler& gameHandler) {
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if (!showInspectWindow_) return;
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// Slot index 0..18 maps to equipment slots 1..19 (WoW convention: slot 0 unused on server)
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static const char* kSlotNames[19] = {
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"Head", "Neck", "Shoulder", "Shirt", "Chest",
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"Waist", "Legs", "Feet", "Wrist", "Hands",
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"Finger 1", "Finger 2", "Trinket 1", "Trinket 2", "Back",
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"Main Hand", "Off Hand", "Ranged", "Tabard"
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};
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ImGui::SetNextWindowSize(ImVec2(360, 440), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(350, 120), ImGuiCond_FirstUseEver);
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const game::GameHandler::InspectResult* result = gameHandler.getInspectResult();
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std::string title = result ? ("Inspect: " + result->playerName + "###InspectWin")
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: "Inspect###InspectWin";
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if (!ImGui::Begin(title.c_str(), &showInspectWindow_, ImGuiWindowFlags_NoCollapse)) {
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ImGui::End();
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return;
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}
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if (!result) {
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ImGui::TextDisabled("No inspect data yet. Target a player and use Inspect.");
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ImGui::End();
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return;
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}
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// Talent summary
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.82f, 0.0f, 1.0f)); // gold
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ImGui::Text("%s", result->playerName.c_str());
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ImGui::PopStyleColor();
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ImGui::SameLine();
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ImGui::TextDisabled(" %u talent pts", result->totalTalents);
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if (result->unspentTalents > 0) {
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ImGui::SameLine();
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ImGui::TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "(%u unspent)", result->unspentTalents);
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}
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if (result->talentGroups > 1) {
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ImGui::SameLine();
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ImGui::TextDisabled(" Dual spec (active %u)", (unsigned)result->activeTalentGroup + 1);
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}
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ImGui::Separator();
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// Equipment list
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bool hasAnyGear = false;
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for (int s = 0; s < 19; ++s) {
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if (result->itemEntries[s] != 0) { hasAnyGear = true; break; }
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}
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if (!hasAnyGear) {
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ImGui::TextDisabled("Equipment data not yet available.");
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ImGui::TextDisabled("(Gear loads after the player is inspected in-range)");
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} else {
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if (ImGui::BeginChild("##inspect_gear", ImVec2(0, 0), false)) {
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for (int s = 0; s < 19; ++s) {
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uint32_t entry = result->itemEntries[s];
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if (entry == 0) continue;
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const game::ItemQueryResponseData* info = gameHandler.getItemInfo(entry);
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if (!info) {
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gameHandler.ensureItemInfo(entry);
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ImGui::TextDisabled("[%s] (loading…)", kSlotNames[s]);
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continue;
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}
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ImGui::TextDisabled("%s", kSlotNames[s]);
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ImGui::SameLine(90);
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auto qColor = InventoryScreen::getQualityColor(
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static_cast<game::ItemQuality>(info->quality));
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ImGui::TextColored(qColor, "%s", info->name.c_str());
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if (ImGui::IsItemHovered()) {
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ImGui::BeginTooltip();
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ImGui::TextColored(qColor, "%s", info->name.c_str());
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if (info->itemLevel > 0)
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ImGui::Text("Item Level %u", info->itemLevel);
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if (info->armor > 0)
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ImGui::Text("Armor: %d", info->armor);
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ImGui::EndTooltip();
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}
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}
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}
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ImGui::EndChild();
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}
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ImGui::End();
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}
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}} // namespace wowee::ui
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