feat: inspect window shows class-colored name, class label, and average item level

This commit is contained in:
Kelsi 2026-03-12 08:47:59 -07:00
parent 0b14141e97
commit 641f943268

View file

@ -16659,10 +16659,19 @@ void GameScreen::renderInspectWindow(game::GameHandler& gameHandler) {
return;
}
// Talent summary
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.82f, 0.0f, 1.0f)); // gold
ImGui::Text("%s", result->playerName.c_str());
ImGui::PopStyleColor();
// Player name — class-colored if entity is loaded, else gold
{
auto ent = gameHandler.getEntityManager().getEntity(result->guid);
uint8_t cid = entityClassId(ent.get());
ImVec4 nameColor = (cid != 0) ? classColorVec4(cid) : ImVec4(1.0f, 0.82f, 0.0f, 1.0f);
ImGui::PushStyleColor(ImGuiCol_Text, nameColor);
ImGui::Text("%s", result->playerName.c_str());
ImGui::PopStyleColor();
if (cid != 0) {
ImGui::SameLine();
ImGui::TextColored(classColorVec4(cid), "(%s)", classNameStr(cid));
}
}
ImGui::SameLine();
ImGui::TextDisabled(" %u talent pts", result->totalTalents);
if (result->unspentTalents > 0) {
@ -16686,6 +16695,27 @@ void GameScreen::renderInspectWindow(game::GameHandler& gameHandler) {
ImGui::TextDisabled("Equipment data not yet available.");
ImGui::TextDisabled("(Gear loads after the player is inspected in-range)");
} else {
// Average item level (only slots that have loaded info and are not shirt/tabard)
// Shirt=slot3, Tabard=slot18 — excluded from gear score by WoW convention
uint32_t iLevelSum = 0;
int iLevelCount = 0;
for (int s = 0; s < 19; ++s) {
if (s == 3 || s == 18) continue; // shirt, tabard
uint32_t entry = result->itemEntries[s];
if (entry == 0) continue;
const game::ItemQueryResponseData* info = gameHandler.getItemInfo(entry);
if (info && info->valid && info->itemLevel > 0) {
iLevelSum += info->itemLevel;
++iLevelCount;
}
}
if (iLevelCount > 0) {
float avgIlvl = static_cast<float>(iLevelSum) / static_cast<float>(iLevelCount);
ImGui::TextColored(ImVec4(0.8f, 0.9f, 1.0f, 1.0f), "Avg iLvl: %.1f", avgIlvl);
ImGui::SameLine();
ImGui::TextDisabled("(%d/%d slots loaded)", iLevelCount,
[&]{ int c=0; for(int s=0;s<19;++s){if(s==3||s==18)continue;if(result->itemEntries[s])++c;} return c; }());
}
if (ImGui::BeginChild("##inspect_gear", ImVec2(0, 0), false)) {
constexpr float kIconSz = 28.0f;
for (int s = 0; s < 19; ++s) {