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refactor: promote remaining static const arrays to constexpr across UI
game_screen: fsrScales, fsrScaleFactors, kTotemInfo, kRaidMarks, kTimerInfo, kNPMarks, kCellMarks, kPartyMarks, kMMMarks, kCatOrder keybinding_manager: actionMap All static const arrays in UI files are now constexpr where possible.
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d2430faa51
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2 changed files with 11 additions and 11 deletions
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@ -560,7 +560,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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if (!fsrSettingsApplied_) {
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auto* renderer = core::Application::getInstance().getRenderer();
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if (renderer) {
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static const float fsrScales[] = { 0.77f, 0.67f, 0.59f, 1.00f };
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static constexpr float fsrScales[] = { 0.77f, 0.67f, 0.59f, 1.00f };
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pendingFSRQuality = std::clamp(pendingFSRQuality, 0, 3);
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renderer->setFSRQuality(fsrScales[pendingFSRQuality]);
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renderer->setFSRSharpness(pendingFSRSharpness);
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@ -4048,7 +4048,7 @@ void GameScreen::renderTotemFrame(game::GameHandler& gameHandler) {
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}
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if (!anyActive) return;
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static const struct { const char* name; ImU32 color; } kTotemInfo[4] = {
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static constexpr struct { const char* name; ImU32 color; } kTotemInfo[4] = {
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{ "Earth", IM_COL32(139, 90, 43, 255) }, // brown
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{ "Fire", IM_COL32(220, 80, 30, 255) }, // red-orange
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{ "Water", IM_COL32( 30,120, 220, 255) }, // blue
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@ -4195,7 +4195,7 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
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if (ImGui::Begin("##TargetFrame", nullptr, flags)) {
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// Raid mark icon (Star/Circle/Diamond/Triangle/Moon/Square/Cross/Skull)
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static const struct { const char* sym; ImU32 col; } kRaidMarks[] = {
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static constexpr struct { const char* sym; ImU32 col; } kRaidMarks[] = {
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{ "\xe2\x98\x85", IM_COL32(255, 220, 50, 255) }, // 0 Star (yellow)
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{ "\xe2\x97\x8f", IM_COL32(255, 140, 0, 255) }, // 1 Circle (orange)
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{ "\xe2\x97\x86", IM_COL32(160, 32, 240, 255) }, // 2 Diamond (purple)
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@ -10534,7 +10534,7 @@ void GameScreen::renderMirrorTimers(game::GameHandler& gameHandler) {
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float screenW = displaySize.x > 0.0f ? displaySize.x : 1280.0f;
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float screenH = displaySize.y > 0.0f ? displaySize.y : 720.0f;
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static const struct { const char* label; ImVec4 color; } kTimerInfo[3] = {
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static constexpr struct { const char* label; ImVec4 color; } kTimerInfo[3] = {
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{ "Fatigue", ImVec4(0.8f, 0.4f, 0.1f, 1.0f) },
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{ "Breath", ImVec4(0.2f, 0.5f, 1.0f, 1.0f) },
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{ "Feign", kColorGray },
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@ -11946,7 +11946,7 @@ void GameScreen::renderNameplates(game::GameHandler& gameHandler) {
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// Raid mark (if any) to the left of the name
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{
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static const struct { const char* sym; ImU32 col; } kNPMarks[] = {
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static constexpr struct { const char* sym; ImU32 col; } kNPMarks[] = {
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{ "\xe2\x98\x85", IM_COL32(255,220, 50,230) }, // Star
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{ "\xe2\x97\x8f", IM_COL32(255,140, 0,230) }, // Circle
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{ "\xe2\x97\x86", IM_COL32(160, 32,240,230) }, // Diamond
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@ -12192,7 +12192,7 @@ void GameScreen::renderPartyFrames(game::GameHandler& gameHandler) {
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// Raid mark symbol — small, just to the left of the leader crown
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{
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static const struct { const char* sym; ImU32 col; } kCellMarks[] = {
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static constexpr struct { const char* sym; ImU32 col; } kCellMarks[] = {
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{ "\xe2\x98\x85", IM_COL32(255, 220, 50, 255) },
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{ "\xe2\x97\x8f", IM_COL32(255, 140, 0, 255) },
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{ "\xe2\x97\x86", IM_COL32(160, 32, 240, 255) },
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@ -12481,7 +12481,7 @@ void GameScreen::renderPartyFrames(game::GameHandler& gameHandler) {
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// Raid mark symbol — shown on same line as name when this party member has a mark
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{
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static const struct { const char* sym; ImU32 col; } kPartyMarks[] = {
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static constexpr struct { const char* sym; ImU32 col; } kPartyMarks[] = {
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{ "\xe2\x98\x85", IM_COL32(255, 220, 50, 255) }, // 0 Star
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{ "\xe2\x97\x8f", IM_COL32(255, 140, 0, 255) }, // 1 Circle
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{ "\xe2\x97\x86", IM_COL32(160, 32, 240, 255) }, // 2 Diamond
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@ -18913,7 +18913,7 @@ void GameScreen::renderSettingsWindow() {
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}
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}
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const char* fsrQualityLabels[] = { "Native (100%)", "Ultra Quality (77%)", "Quality (67%)", "Balanced (59%)" };
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static const float fsrScaleFactors[] = { 0.77f, 0.67f, 0.59f, 1.00f };
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static constexpr float fsrScaleFactors[] = { 0.77f, 0.67f, 0.59f, 1.00f };
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static constexpr int displayToInternal[] = { 3, 0, 1, 2 };
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pendingFSRQuality = std::clamp(pendingFSRQuality, 0, 3);
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int fsrQualityDisplay = 0;
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@ -19877,7 +19877,7 @@ void GameScreen::renderMinimapMarkers(game::GameHandler& gameHandler) {
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// Raid mark: tiny symbol drawn above the dot
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{
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static const struct { const char* sym; ImU32 col; } kMMMarks[] = {
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static constexpr struct { const char* sym; ImU32 col; } kMMMarks[] = {
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{ "\xe2\x98\x85", IM_COL32(255, 220, 50, 255) },
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{ "\xe2\x97\x8f", IM_COL32(255, 140, 0, 255) },
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{ "\xe2\x97\x86", IM_COL32(160, 32, 240, 255) },
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@ -25483,7 +25483,7 @@ void GameScreen::renderSkillsWindow(game::GameHandler& gameHandler) {
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byCategory[cat].push_back({id, &sk});
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}
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static const struct { uint32_t cat; const char* label; } kCatOrder[] = {
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static constexpr struct { uint32_t cat; const char* label; } kCatOrder[] = {
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{11, "Professions"},
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{ 9, "Secondary Skills"},
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{ 7, "Class Skills"},
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@ -240,7 +240,7 @@ void KeybindingManager::saveToConfigFile(const std::string& filePath) const {
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// Append new Keybindings section
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content += "[Keybindings]\n";
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static const struct {
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static constexpr struct {
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Action action;
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const char* name;
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} actionMap[] = {
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