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https://github.com/Kelsidavis/WoWee.git
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Use full item tooltips in all auction house tabs
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parent
458c9ebe8c
commit
5bafacc372
1 changed files with 5 additions and 75 deletions
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@ -11512,35 +11512,7 @@ void GameScreen::renderAuctionHouseWindow(game::GameHandler& gameHandler) {
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ImGui::TextColored(qc, "%s", name.c_str());
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// Item tooltip on hover
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if (ImGui::IsItemHovered() && info && info->valid) {
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ImGui::BeginTooltip();
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ImGui::TextColored(qc, "%s", info->name.c_str());
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if (info->inventoryType > 0) {
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if (!info->subclassName.empty())
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ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1), "%s", info->subclassName.c_str());
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}
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if (info->armor > 0) ImGui::Text("%d Armor", info->armor);
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if (info->damageMax > 0.0f && info->delayMs > 0) {
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float speed = static_cast<float>(info->delayMs) / 1000.0f;
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ImGui::Text("%.0f - %.0f Damage Speed %.2f", info->damageMin, info->damageMax, speed);
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}
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ImVec4 green(0.0f, 1.0f, 0.0f, 1.0f);
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std::string bonusLine;
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auto appendStat = [](std::string& out, int32_t val, const char* n) {
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if (val <= 0) return;
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if (!out.empty()) out += " ";
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out += "+" + std::to_string(val) + " " + n;
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};
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appendStat(bonusLine, info->strength, "Str");
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appendStat(bonusLine, info->agility, "Agi");
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appendStat(bonusLine, info->stamina, "Sta");
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appendStat(bonusLine, info->intellect, "Int");
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appendStat(bonusLine, info->spirit, "Spi");
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if (!bonusLine.empty()) ImGui::TextColored(green, "%s", bonusLine.c_str());
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if (info->sellPrice > 0) {
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ImGui::TextColored(ImVec4(1, 0.84f, 0, 1), "Sell: %ug %us %uc",
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info->sellPrice / 10000, (info->sellPrice / 100) % 100, info->sellPrice % 100);
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}
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ImGui::EndTooltip();
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inventoryScreen.renderItemTooltip(*info);
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}
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ImGui::TableSetColumnIndex(1);
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@ -11721,29 +11693,8 @@ void GameScreen::renderAuctionHouseWindow(game::GameHandler& gameHandler) {
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}
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ImGui::TextColored(bqc, "%s", name.c_str());
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// Tooltip
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if (ImGui::IsItemHovered() && info && info->valid) {
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ImGui::BeginTooltip();
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ImGui::TextColored(bqc, "%s", info->name.c_str());
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if (info->armor > 0) ImGui::Text("%d Armor", info->armor);
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if (info->damageMax > 0.0f && info->delayMs > 0) {
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float speed = static_cast<float>(info->delayMs) / 1000.0f;
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ImGui::Text("%.0f - %.0f Damage Speed %.2f", info->damageMin, info->damageMax, speed);
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}
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std::string bl;
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auto appS = [](std::string& o, int32_t v, const char* n) {
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if (v <= 0) return;
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if (!o.empty()) o += " ";
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o += "+" + std::to_string(v) + " " + n;
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};
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appS(bl, info->strength, "Str"); appS(bl, info->agility, "Agi");
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appS(bl, info->stamina, "Sta"); appS(bl, info->intellect, "Int");
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appS(bl, info->spirit, "Spi");
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if (!bl.empty()) ImGui::TextColored(ImVec4(0,1,0,1), "%s", bl.c_str());
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if (info->sellPrice > 0)
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ImGui::TextColored(ImVec4(1,0.84f,0,1), "Sell: %ug %us %uc",
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info->sellPrice/10000, (info->sellPrice/100)%100, info->sellPrice%100);
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ImGui::EndTooltip();
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}
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if (ImGui::IsItemHovered() && info && info->valid)
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inventoryScreen.renderItemTooltip(*info);
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ImGui::TableSetColumnIndex(1);
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ImGui::Text("%u", a.stackCount);
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ImGui::TableSetColumnIndex(2);
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@ -11806,29 +11757,8 @@ void GameScreen::renderAuctionHouseWindow(game::GameHandler& gameHandler) {
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}
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}
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ImGui::TextColored(oqc, "%s", name.c_str());
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if (ImGui::IsItemHovered() && info && info->valid) {
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ImGui::BeginTooltip();
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ImGui::TextColored(oqc, "%s", info->name.c_str());
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if (info->armor > 0) ImGui::Text("%d Armor", info->armor);
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if (info->damageMax > 0.0f && info->delayMs > 0) {
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float speed = static_cast<float>(info->delayMs) / 1000.0f;
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ImGui::Text("%.0f - %.0f Damage Speed %.2f", info->damageMin, info->damageMax, speed);
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}
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std::string ol;
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auto appO = [](std::string& o, int32_t v, const char* n) {
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if (v <= 0) return;
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if (!o.empty()) o += " ";
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o += "+" + std::to_string(v) + " " + n;
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};
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appO(ol, info->strength, "Str"); appO(ol, info->agility, "Agi");
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appO(ol, info->stamina, "Sta"); appO(ol, info->intellect, "Int");
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appO(ol, info->spirit, "Spi");
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if (!ol.empty()) ImGui::TextColored(ImVec4(0,1,0,1), "%s", ol.c_str());
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if (info->sellPrice > 0)
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ImGui::TextColored(ImVec4(1,0.84f,0,1), "Sell: %ug %us %uc",
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info->sellPrice/10000, (info->sellPrice/100)%100, info->sellPrice%100);
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ImGui::EndTooltip();
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}
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if (ImGui::IsItemHovered() && info && info->valid)
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inventoryScreen.renderItemTooltip(*info);
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ImGui::TableSetColumnIndex(1);
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ImGui::Text("%u", a.stackCount);
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ImGui::TableSetColumnIndex(2);
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