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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
This commit is contained in:
parent
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18 changed files with 2293 additions and 1765 deletions
34
include/core/entity_spawn_callback_handler.hpp
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34
include/core/entity_spawn_callback_handler.hpp
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#pragma once
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#include <cstdint>
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#include <array>
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#include <functional>
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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 entity spawn/despawn callbacks: creatures, players, game objects.
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class EntitySpawnCallbackHandler {
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public:
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/// @param isLocalPlayerGuid Returns true if the given GUID is the local player (to skip self-spawn)
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EntitySpawnCallbackHandler(EntitySpawner& entitySpawner,
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rendering::Renderer& renderer,
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game::GameHandler& gameHandler,
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std::function<bool(uint64_t)> isLocalPlayerGuid);
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void setupCallbacks();
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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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std::function<bool(uint64_t)> isLocalPlayerGuid_;
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};
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} // namespace core
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} // namespace wowee
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