From 6d83027226eba6a36dac7654b9f88c74a8a8b6e9 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Tue, 17 Mar 2026 15:12:58 -0700 Subject: [PATCH] feat: add stance/form/presence bar for Warriors, Druids, Death Knights, Rogues, Priests Renders a stance bar to the left of the main action bar showing the player's known stance spells filtered to only those they have learned: - Warrior: Battle Stance, Defensive Stance, Berserker Stance - Death Knight: Blood Presence, Frost Presence, Unholy Presence - Druid: Bear/Dire Bear, Cat, Travel, Aquatic, Moonkin, Tree, Flight forms - Rogue: Stealth - Priest: Shadowform Active form detected from permanent player auras (maxDurationMs == -1). Clicking an inactive stance casts the corresponding spell. Active stance shown with green border/tint; inactive stances are slightly dimmed. Spell name tooltips shown on hover using existing SpellbookScreen lookup. --- include/ui/game_screen.hpp | 1 + src/ui/game_screen.cpp | 137 +++++++++++++++++++++++++++++++++++++ 2 files changed, 138 insertions(+) diff --git a/include/ui/game_screen.hpp b/include/ui/game_screen.hpp index 75502dee..49db6881 100644 --- a/include/ui/game_screen.hpp +++ b/include/ui/game_screen.hpp @@ -317,6 +317,7 @@ private: // ---- New UI renders ---- void renderActionBar(game::GameHandler& gameHandler); + void renderStanceBar(game::GameHandler& gameHandler); void renderBagBar(game::GameHandler& gameHandler); void renderXpBar(game::GameHandler& gameHandler); void renderRepBar(game::GameHandler& gameHandler); diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index bcd920ef..12684805 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -657,6 +657,7 @@ void GameScreen::render(game::GameHandler& gameHandler) { // ---- New UI elements ---- renderActionBar(gameHandler); + renderStanceBar(gameHandler); renderBagBar(gameHandler); renderXpBar(gameHandler); renderRepBar(gameHandler); @@ -7447,6 +7448,142 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) { } } +// ============================================================ +// Stance / Form / Presence Bar +// Shown for Warriors (stances), Death Knights (presences), +// Druids (shapeshift forms), Rogues (stealth), Priests (Shadowform). +// Buttons display the player's known stance/form spells. +// Active form is detected by checking permanent player auras. +// ============================================================ + +void GameScreen::renderStanceBar(game::GameHandler& gameHandler) { + uint8_t playerClass = gameHandler.getPlayerClass(); + + // Stance/form spell IDs per class (ordered by display priority) + // Class IDs: 1=Warrior, 4=Rogue, 5=Priest, 6=DeathKnight, 11=Druid + static const uint32_t warriorStances[] = { 2457, 71, 2458 }; // Battle, Defensive, Berserker + static const uint32_t dkPresences[] = { 48266, 48263, 48265 }; // Blood, Frost, Unholy + static const uint32_t druidForms[] = { 5487, 9634, 768, 783, 1066, 24858, 33891, 33943, 40120 }; + // Bear, DireBear, Cat, Travel, Aquatic, Moonkin, Tree, Flight, SwiftFlight + static const uint32_t rogueForms[] = { 1784 }; // Stealth + static const uint32_t priestForms[] = { 15473 }; // Shadowform + + const uint32_t* stanceArr = nullptr; + int stanceCount = 0; + switch (playerClass) { + case 1: stanceArr = warriorStances; stanceCount = 3; break; + case 6: stanceArr = dkPresences; stanceCount = 3; break; + case 11: stanceArr = druidForms; stanceCount = 9; break; + case 4: stanceArr = rogueForms; stanceCount = 1; break; + case 5: stanceArr = priestForms; stanceCount = 1; break; + default: return; + } + + // Filter to spells the player actually knows + const auto& known = gameHandler.getKnownSpells(); + std::vector available; + available.reserve(stanceCount); + for (int i = 0; i < stanceCount; ++i) + if (known.count(stanceArr[i])) available.push_back(stanceArr[i]); + + if (available.empty()) return; + + // Detect active stance from permanent player auras (maxDurationMs == -1) + uint32_t activeStance = 0; + for (const auto& aura : gameHandler.getPlayerAuras()) { + if (aura.isEmpty() || aura.maxDurationMs != -1) continue; + for (uint32_t sid : available) { + if (aura.spellId == sid) { activeStance = sid; break; } + } + if (activeStance) break; + } + + ImVec2 displaySize = ImGui::GetIO().DisplaySize; + float screenW = displaySize.x > 0.0f ? displaySize.x : 1280.0f; + float screenH = displaySize.y > 0.0f ? displaySize.y : 720.0f; + auto* assetMgr = core::Application::getInstance().getAssetManager(); + + // Match the action bar slot size so they align neatly + float slotSize = 38.0f; + float spacing = 4.0f; + float padding = 6.0f; + int count = static_cast(available.size()); + + float barW = count * slotSize + (count - 1) * spacing + padding * 2.0f; + float barH = slotSize + padding * 2.0f; + + // Position the stance bar immediately to the left of the action bar + float actionSlot = 48.0f * pendingActionBarScale; + float actionBarW = 12.0f * actionSlot + 11.0f * 4.0f + 8.0f * 2.0f; + float actionBarX = (screenW - actionBarW) / 2.0f; + float actionBarH = actionSlot + 24.0f; + float actionBarY = screenH - actionBarH; + + float barX = actionBarX - barW - 8.0f; + float barY = actionBarY + (actionBarH - barH) / 2.0f; + + ImGui::SetNextWindowPos(ImVec2(barX, barY), ImGuiCond_Always); + ImGui::SetNextWindowSize(ImVec2(barW, barH), ImGuiCond_Always); + + ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | + ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar | + ImGuiWindowFlags_NoScrollbar; + + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(padding, padding)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.05f, 0.05f, 0.05f, 0.9f)); + + if (ImGui::Begin("##StanceBar", nullptr, flags)) { + ImDrawList* dl = ImGui::GetWindowDrawList(); + + for (int i = 0; i < count; ++i) { + if (i > 0) ImGui::SameLine(0.0f, spacing); + ImGui::PushID(i); + + uint32_t spellId = available[i]; + bool isActive = (spellId == activeStance); + + VkDescriptorSet iconTex = assetMgr ? getSpellIcon(spellId, assetMgr) : VK_NULL_HANDLE; + + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 posEnd = ImVec2(pos.x + slotSize, pos.y + slotSize); + + // Background — green tint when active + ImU32 bgCol = isActive ? IM_COL32(30, 70, 30, 230) : IM_COL32(20, 20, 20, 220); + ImU32 borderCol = isActive ? IM_COL32(80, 220, 80, 255) : IM_COL32(80, 80, 80, 200); + dl->AddRectFilled(pos, posEnd, bgCol, 4.0f); + + if (iconTex) { + dl->AddImage((ImTextureID)(uintptr_t)iconTex, pos, posEnd); + // Darken inactive buttons slightly + if (!isActive) + dl->AddRectFilled(pos, posEnd, IM_COL32(0, 0, 0, 70), 4.0f); + } + dl->AddRect(pos, posEnd, borderCol, 4.0f, 0, 2.0f); + + ImGui::InvisibleButton("##btn", ImVec2(slotSize, slotSize)); + + if (ImGui::IsItemClicked(ImGuiMouseButton_Left)) + gameHandler.castSpell(spellId); + + if (ImGui::IsItemHovered()) { + ImGui::BeginTooltip(); + std::string name = spellbookScreen.lookupSpellName(spellId, assetMgr); + if (!name.empty()) ImGui::TextUnformatted(name.c_str()); + else ImGui::Text("Spell #%u", spellId); + ImGui::EndTooltip(); + } + + ImGui::PopID(); + } + } + ImGui::End(); + ImGui::PopStyleColor(); + ImGui::PopStyleVar(4); +} + // ============================================================ // Bag Bar // ============================================================