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refactor(core): decompose Application::setupUICallbacks() into 7 domain handlers
Extract ~1,700 lines / 60+ inline [this]-capturing lambdas from the monolithic
Application::setupUICallbacks() into 7 focused callback handler classes following
the ToastManager/ChatPanel::setupCallbacks() pattern already in the codebase.
New handlers (include/core/ + src/core/):
- NPCInteractionCallbackHandler NPC greeting/farewell/vendor/aggro voice
- AudioCallbackHandler Music, positional sound, level-up, achievement, LFG
- EntitySpawnCallbackHandler Creature/player/GO spawn, despawn, move, state
- AnimationCallbackHandler Death, respawn, combat, emotes, charge, sprint, vehicle
- TransportCallbackHandler Mount, taxi, transport spawn/move
- WorldEntryCallbackHandler World entry, unstuck, hearthstone, bind point
- UIScreenCallbackHandler Auth, realm selection, char selection/creation/deletion
application.cpp: 4,462 → 2,791 lines (−1,671)
setupUICallbacks: ~1,700 → ~50 lines (thin orchestrator)
Deduplication:
resolveSoundEntryPath() — was 3× copy-paste of SoundEntries.dbc lookup
resolveNpcVoiceType() — was 4× copy-paste of display-ID→voice detection
precacheNearbyTiles() — was 3× copy-paste of 17×17 tile loop
4 helper lambdas — promoted to private methods on WorldEntryCallbackHandler
State migration out of Application:
charge* (6 vars) → AnimationCallbackHandler
hearth*/worldEntry*/taxi* → WorldEntryCallbackHandler
pendingCreatedCharacterName_ → UIScreenCallbackHandler
Bug fixes:
- Duplicate `namespace core {` in application.hpp caused wowee::std pollution
- AppState forward decl in ui_screen_callback_handler.hpp was at wrong scope
- world_loader.cpp accessed moved member vars directly via friend; now uses handler API
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18 changed files with 2293 additions and 1765 deletions
50
include/core/animation_callback_handler.hpp
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include/core/animation_callback_handler.hpp
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#pragma once
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#include <cstdint>
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#include <glm/glm.hpp>
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namespace wowee {
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namespace rendering { class Renderer; }
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namespace game { class GameHandler; }
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namespace core { class EntitySpawner; }
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namespace core {
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/// Handles animation callbacks: death, respawn, swing, hit reaction, spell cast, emote,
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/// stun, stealth, health, ghost, stand state, loot, sprint, vehicle, charge.
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/// Owns charge rush state (interpolated in update).
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class AnimationCallbackHandler {
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public:
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AnimationCallbackHandler(EntitySpawner& entitySpawner,
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rendering::Renderer& renderer,
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game::GameHandler& gameHandler);
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void setupCallbacks();
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/// Called each frame from Application::update() to drive charge interpolation.
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/// Returns true if charge is active (player is externally driven).
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bool updateCharge(float deltaTime);
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// Charge state queries (used by Application::update for externallyDrivenMotion)
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bool isCharging() const { return chargeActive_; }
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// Reset charge state (logout/disconnect)
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void resetChargeState();
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private:
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EntitySpawner& entitySpawner_;
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rendering::Renderer& renderer_;
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game::GameHandler& gameHandler_;
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// Charge rush state (moved from Application)
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bool chargeActive_ = false;
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float chargeTimer_ = 0.0f;
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float chargeDuration_ = 0.0f;
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glm::vec3 chargeStartPos_{0.0f}; // Render coordinates
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glm::vec3 chargeEndPos_{0.0f}; // Render coordinates
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uint64_t chargeTargetGuid_ = 0;
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};
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} // namespace core
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} // namespace wowee
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