feat: achievement name in toast, parse earned achievements, loot item tooltips

- Parse SMSG_ALL_ACHIEVEMENT_DATA on login to populate earnedAchievements_ set
- Pass achievement name through callback so toast shows name instead of ID
- Add renderItemTooltip(ItemQueryResponseData) overload for loot/non-inventory contexts
- Loot window now shows full item tooltip on hover (stats, sell price, bind type, etc.)
This commit is contained in:
Kelsi 2026-03-10 20:53:21 -07:00
parent 984decd664
commit 6275a45ec0
7 changed files with 225 additions and 10 deletions

View file

@ -2027,5 +2027,167 @@ void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::I
ImGui::EndTooltip();
}
// ---------------------------------------------------------------------------
// Tooltip overload for ItemQueryResponseData (used by loot window, etc.)
// ---------------------------------------------------------------------------
void InventoryScreen::renderItemTooltip(const game::ItemQueryResponseData& info) {
ImGui::BeginTooltip();
ImVec4 qColor = getQualityColor(static_cast<game::ItemQuality>(info.quality));
ImGui::TextColored(qColor, "%s", info.name.c_str());
if (info.itemLevel > 0) {
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 0.7f), "Item Level %u", info.itemLevel);
}
// Binding type
switch (info.bindType) {
case 1: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when picked up"); break;
case 2: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when equipped"); break;
case 3: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when used"); break;
case 4: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Quest Item"); break;
default: break;
}
// Slot / subclass
if (info.inventoryType > 0) {
const char* slotName = "";
switch (info.inventoryType) {
case 1: slotName = "Head"; break;
case 2: slotName = "Neck"; break;
case 3: slotName = "Shoulder"; break;
case 4: slotName = "Shirt"; break;
case 5: slotName = "Chest"; break;
case 6: slotName = "Waist"; break;
case 7: slotName = "Legs"; break;
case 8: slotName = "Feet"; break;
case 9: slotName = "Wrist"; break;
case 10: slotName = "Hands"; break;
case 11: slotName = "Finger"; break;
case 12: slotName = "Trinket"; break;
case 13: slotName = "One-Hand"; break;
case 14: slotName = "Shield"; break;
case 15: slotName = "Ranged"; break;
case 16: slotName = "Back"; break;
case 17: slotName = "Two-Hand"; break;
case 18: slotName = "Bag"; break;
case 19: slotName = "Tabard"; break;
case 20: slotName = "Robe"; break;
case 21: slotName = "Main Hand"; break;
case 22: slotName = "Off Hand"; break;
case 23: slotName = "Held In Off-hand"; break;
case 25: slotName = "Thrown"; break;
case 26: slotName = "Ranged"; break;
default: break;
}
if (slotName[0]) {
if (!info.subclassName.empty())
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s %s", slotName, info.subclassName.c_str());
else
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s", slotName);
}
}
// Weapon stats
auto isWeaponInvType = [](uint32_t t) {
return t == 13 || t == 15 || t == 17 || t == 21 || t == 25 || t == 26;
};
ImVec4 green(0.0f, 1.0f, 0.0f, 1.0f);
if (isWeaponInvType(info.inventoryType) && info.damageMax > 0.0f && info.delayMs > 0) {
float speed = static_cast<float>(info.delayMs) / 1000.0f;
float dps = ((info.damageMin + info.damageMax) * 0.5f) / speed;
ImGui::Text("%.0f - %.0f Damage", info.damageMin, info.damageMax);
ImGui::SameLine(160.0f);
ImGui::TextDisabled("Speed %.2f", speed);
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "(%.1f damage per second)", dps);
}
if (info.armor > 0) ImGui::Text("%d Armor", info.armor);
auto appendBonus = [](std::string& out, int32_t val, const char* name) {
if (val <= 0) return;
if (!out.empty()) out += " ";
out += "+" + std::to_string(val) + " " + name;
};
std::string bonusLine;
appendBonus(bonusLine, info.strength, "Str");
appendBonus(bonusLine, info.agility, "Agi");
appendBonus(bonusLine, info.stamina, "Sta");
appendBonus(bonusLine, info.intellect, "Int");
appendBonus(bonusLine, info.spirit, "Spi");
if (!bonusLine.empty()) ImGui::TextColored(green, "%s", bonusLine.c_str());
// Extra stats
for (const auto& es : info.extraStats) {
const char* statName = nullptr;
switch (es.statType) {
case 12: statName = "Defense Rating"; break;
case 13: statName = "Dodge Rating"; break;
case 14: statName = "Parry Rating"; break;
case 16: case 17: case 18: case 31: statName = "Hit Rating"; break;
case 19: case 20: case 21: case 32: statName = "Crit Rating"; break;
case 28: case 29: case 30: case 36: statName = "Haste Rating"; break;
case 35: statName = "Resilience"; break;
case 37: statName = "Expertise Rating"; break;
case 38: statName = "Attack Power"; break;
case 39: statName = "Ranged Attack Power"; break;
case 41: statName = "Healing Power"; break;
case 42: statName = "Spell Damage"; break;
case 43: statName = "Mana per 5 sec"; break;
case 44: statName = "Armor Penetration"; break;
case 45: statName = "Spell Power"; break;
case 46: statName = "Health per 5 sec"; break;
case 47: statName = "Spell Penetration"; break;
case 48: statName = "Block Value"; break;
default: statName = nullptr; break;
}
char buf[64];
if (statName)
std::snprintf(buf, sizeof(buf), "%+d %s", es.statValue, statName);
else
std::snprintf(buf, sizeof(buf), "%+d (stat %u)", es.statValue, es.statType);
ImGui::TextColored(green, "%s", buf);
}
if (info.requiredLevel > 1) {
ImGui::TextColored(ImVec4(1.0f, 0.5f, 0.5f, 1.0f), "Requires Level %u", info.requiredLevel);
}
// Spell effects
for (const auto& sp : info.spells) {
if (sp.spellId == 0) continue;
const char* trigger = nullptr;
switch (sp.spellTrigger) {
case 0: trigger = "Use"; break;
case 1: trigger = "Equip"; break;
case 2: trigger = "Chance on Hit"; break;
default: break;
}
if (!trigger) continue;
if (gameHandler_) {
const std::string& spName = gameHandler_->getSpellName(sp.spellId);
if (!spName.empty())
ImGui::TextColored(ImVec4(0.0f, 0.8f, 1.0f, 1.0f), "%s: %s", trigger, spName.c_str());
else
ImGui::TextColored(ImVec4(0.0f, 0.8f, 1.0f, 1.0f), "%s: Spell #%u", trigger, sp.spellId);
}
}
if (info.startQuestId != 0) {
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Begins a Quest");
}
if (!info.description.empty()) {
ImGui::TextColored(ImVec4(1.0f, 0.9f, 0.5f, 0.9f), "\"%s\"", info.description.c_str());
}
if (info.sellPrice > 0) {
uint32_t g = info.sellPrice / 10000;
uint32_t s = (info.sellPrice / 100) % 100;
uint32_t c = info.sellPrice % 100;
ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "Sell: %ug %us %uc", g, s, c);
}
ImGui::EndTooltip();
}
} // namespace ui
} // namespace wowee