refactor: replace 23 more inline color literals across 3 UI files

game_screen: kWhite(3), kSilver(4)
inventory_screen: kWarmGold(8), kFriendlyGreen(2), kSocketGreen(4), kActiveGreen(2)
talent_screen: kHealthGreen(1), kWhite(3), kRed(1)
This commit is contained in:
Kelsi 2026-03-27 14:00:15 -07:00
parent c38fa6d9ec
commit 762daebc75
3 changed files with 27 additions and 27 deletions

View file

@ -1303,7 +1303,7 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
// Helper: parse WoW color code |cAARRGGBB → ImVec4
auto parseWowColor = [](const std::string& text, size_t pos) -> ImVec4 {
// |cAARRGGBB (10 chars total: |c + 8 hex)
if (pos + 10 > text.size()) return ImVec4(1, 1, 1, 1);
if (pos + 10 > text.size()) return colors::kWhite;
auto hexByte = [&](size_t offset) -> float {
const char* s = text.c_str() + pos + offset;
char buf[3] = {s[0], s[1], '\0'};
@ -4878,7 +4878,7 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar)) {
std::string totName = getEntityName(totEntity);
// Class color for players; gray for NPCs
ImVec4 totNameColor = ImVec4(0.8f, 0.8f, 0.8f, 1.0f);
ImVec4 totNameColor = colors::kSilver;
if (totEntity->getType() == game::ObjectType::PLAYER) {
uint8_t cid = entityClassId(totEntity.get());
if (cid != 0) totNameColor = classColorVec4(cid);
@ -10111,7 +10111,7 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) {
ImVec2(slotSize, slotSize),
ImVec2(0, 0), ImVec2(1, 1),
ImVec4(0.1f, 0.1f, 0.1f, 0.9f),
ImVec4(1, 1, 1, 1))) {
colors::kWhite)) {
if (inventoryScreen.isSeparateBags())
inventoryScreen.toggleBackpack();
else
@ -14725,7 +14725,7 @@ void GameScreen::renderGuildRoster(game::GameHandler& gameHandler) {
// Guild description / info text
if (!roster.guildInfo.empty()) {
ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1.0f), "Description:");
ImGui::TextColored(colors::kSilver, "Description:");
ImGui::TextWrapped("%s", roster.guildInfo.c_str());
}
ImGui::Spacing();
@ -23689,7 +23689,7 @@ void GameScreen::renderDungeonFinderWindow(game::GameHandler& gameHandler) {
if (avgSec >= 0) {
int aMin = avgSec / 60;
int aSec = avgSec % 60;
ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1.0f),
ImGui::TextColored(colors::kSilver,
"Avg wait: %d:%02d", aMin, aSec);
}
break;
@ -24393,7 +24393,7 @@ void GameScreen::renderCombatLog(game::GameHandler& gameHandler) {
snprintf(desc, sizeof(desc), "%s is immune to %s", tgt, spell);
else
snprintf(desc, sizeof(desc), "%s is immune", tgt);
color = ImVec4(0.8f, 0.8f, 0.8f, 1.0f);
color = colors::kSilver;
break;
case T::ABSORB:
if (spell && e.amount > 0)
@ -25327,7 +25327,7 @@ void GameScreen::renderInspectWindow(game::GameHandler& gameHandler) {
if (iconTex) {
ImGui::Image((ImTextureID)(uintptr_t)iconTex, ImVec2(kIconSz, kIconSz),
ImVec2(0,0), ImVec2(1,1),
ImVec4(1,1,1,1), qColor);
colors::kWhite, qColor);
} else {
ImGui::GetWindowDrawList()->AddRectFilled(
ImGui::GetCursorScreenPos(),