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https://github.com/Kelsidavis/WoWee.git
synced 2026-04-07 05:33:51 +00:00
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)
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3 changed files with 27 additions and 27 deletions
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@ -928,7 +928,7 @@ void InventoryScreen::renderAggregateBags(game::Inventory& inventory, uint64_t m
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uint64_t gold = moneyCopper / 10000;
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uint64_t silver = (moneyCopper / 100) % 100;
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uint64_t copper = moneyCopper % 100;
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ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "%llug %llus %lluc",
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ImGui::TextColored(ui::colors::kWarmGold, "%llug %llus %lluc",
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static_cast<unsigned long long>(gold),
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static_cast<unsigned long long>(silver),
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static_cast<unsigned long long>(copper));
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@ -1146,7 +1146,7 @@ void InventoryScreen::renderBagWindow(const char* title, bool& isOpen,
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uint64_t gold = moneyCopper / 10000;
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uint64_t silver = (moneyCopper / 100) % 100;
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uint64_t copper = moneyCopper % 100;
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ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "%llug %llus %lluc",
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ImGui::TextColored(ui::colors::kWarmGold, "%llug %llus %lluc",
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static_cast<unsigned long long>(gold),
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static_cast<unsigned long long>(silver),
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static_cast<unsigned long long>(copper));
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@ -1351,7 +1351,7 @@ void InventoryScreen::renderCharacterScreen(game::GameHandler& gameHandler) {
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ImGui::SameLine(180.0f);
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ImGui::SetNextItemWidth(-1.0f);
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// Bar color: gold when maxed, green otherwise
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ImVec4 barColor = isMaxed ? ui::colors::kTooltipGold : ImVec4(0.2f, 0.7f, 0.2f, 1.0f);
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ImVec4 barColor = isMaxed ? ui::colors::kTooltipGold : ui::colors::kFriendlyGreen;
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ImGui::PushStyleColor(ImGuiCol_PlotHistogram, barColor);
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ImGui::ProgressBar(ratio, ImVec2(0, 14.0f), overlay);
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ImGui::PopStyleColor();
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@ -1400,7 +1400,7 @@ void InventoryScreen::renderCharacterScreen(game::GameHandler& gameHandler) {
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}
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ImGui::PushID(static_cast<int>(id));
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ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "[Achievement]");
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ImGui::TextColored(ui::colors::kWarmGold, "[Achievement]");
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ImGui::SameLine();
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ImGui::Text("%s", displayName);
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ImGui::PopID();
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@ -1527,10 +1527,10 @@ void InventoryScreen::renderReputationPanel(game::GameHandler& gameHandler) {
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{ "Hostile", -6000, -3001, ImVec4(0.8f, 0.2f, 0.1f, 1.0f) },
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{ "Unfriendly", -3000, -1, ImVec4(0.9f, 0.5f, 0.1f, 1.0f) },
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{ "Neutral", 0, 2999, ImVec4(0.8f, 0.8f, 0.2f, 1.0f) },
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{ "Friendly", 3000, 8999, ImVec4(0.2f, 0.7f, 0.2f, 1.0f) },
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{ "Friendly", 3000, 8999, ui::colors::kFriendlyGreen },
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{ "Honored", 9000, 20999, ImVec4(0.2f, 0.8f, 0.5f, 1.0f) },
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{ "Revered", 21000, 41999, ImVec4(0.3f, 0.6f, 1.0f, 1.0f) },
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{ "Exalted", 42000, 42000, ImVec4(1.0f, 0.84f, 0.0f, 1.0f) },
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{ "Exalted", 42000, 42000, ui::colors::kWarmGold },
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};
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constexpr int kNumTiers = static_cast<int>(sizeof(tiers) / sizeof(tiers[0]));
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@ -1626,7 +1626,7 @@ void InventoryScreen::renderReputationPanel(game::GameHandler& gameHandler) {
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}
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void InventoryScreen::renderEquipmentPanel(game::Inventory& inventory) {
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ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "Equipment");
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ImGui::TextColored(ui::colors::kWarmGold, "Equipment");
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ImGui::Separator();
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static const game::EquipSlot leftSlots[] = {
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@ -1985,7 +1985,7 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
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if (hasAny) {
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ImGui::Spacing();
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ImGui::Separator();
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ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "Combat");
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ImGui::TextColored(ui::colors::kWarmGold, "Combat");
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ImVec4 cyan(0.5f, 0.9f, 1.0f, 1.0f);
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if (meleeAP >= 0) ImGui::TextColored(cyan, "Attack Power: %d", meleeAP);
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if (rangedAP >= 0 && rangedAP != meleeAP)
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@ -2105,7 +2105,7 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
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if (showRun || showFlight || showSwim) {
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ImGui::Spacing();
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ImGui::Separator();
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ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "Movement");
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ImGui::TextColored(ui::colors::kWarmGold, "Movement");
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ImVec4 speedColor(0.6f, 1.0f, 0.8f, 1.0f);
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if (showRun) {
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float pct = (runSpeed / kBaseRun) * 100.0f;
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@ -2125,7 +2125,7 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
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}
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void InventoryScreen::renderBackpackPanel(game::Inventory& inventory, bool collapseEmptySections) {
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ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "Backpack");
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ImGui::TextColored(ui::colors::kWarmGold, "Backpack");
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ImGui::Separator();
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constexpr float slotSize = 40.0f;
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@ -2927,9 +2927,9 @@ void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::I
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if (hasSocket && qi2->socketBonus != 0) {
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auto enchIt = s_enchLookupB.find(qi2->socketBonus);
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if (enchIt != s_enchLookupB.end())
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ImGui::TextColored(ImVec4(0.5f, 0.8f, 0.5f, 1.0f), "Socket Bonus: %s", enchIt->second.c_str());
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ImGui::TextColored(ui::colors::kSocketGreen, "Socket Bonus: %s", enchIt->second.c_str());
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else
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ImGui::TextColored(ImVec4(0.5f, 0.8f, 0.5f, 1.0f), "Socket Bonus: (id %u)", qi2->socketBonus);
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ImGui::TextColored(ui::colors::kSocketGreen, "Socket Bonus: (id %u)", qi2->socketBonus);
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}
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}
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// Item set membership
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@ -3004,7 +3004,7 @@ void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::I
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if (se.spellIds[i] == 0 || se.thresholds[i] == 0) continue;
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const std::string& bname = gameHandler_->getSpellName(se.spellIds[i]);
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bool active = (equipped >= static_cast<int>(se.thresholds[i]));
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ImVec4 col = active ? ImVec4(0.5f, 1.0f, 0.5f, 1.0f)
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ImVec4 col = active ? ui::colors::kActiveGreen
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: ImVec4(0.55f, 0.55f, 0.55f, 1.0f);
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if (!bname.empty())
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ImGui::TextColored(col, "(%u) %s", se.thresholds[i], bname.c_str());
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@ -3523,9 +3523,9 @@ void InventoryScreen::renderItemTooltip(const game::ItemQueryResponseData& info,
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if (hasSocket && info.socketBonus != 0) {
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auto enchIt = s_enchLookup.find(info.socketBonus);
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if (enchIt != s_enchLookup.end())
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ImGui::TextColored(ImVec4(0.5f, 0.8f, 0.5f, 1.0f), "Socket Bonus: %s", enchIt->second.c_str());
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ImGui::TextColored(ui::colors::kSocketGreen, "Socket Bonus: %s", enchIt->second.c_str());
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else
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ImGui::TextColored(ImVec4(0.5f, 0.8f, 0.5f, 1.0f), "Socket Bonus: (id %u)", info.socketBonus);
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ImGui::TextColored(ui::colors::kSocketGreen, "Socket Bonus: (id %u)", info.socketBonus);
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}
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}
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@ -3627,7 +3627,7 @@ void InventoryScreen::renderItemTooltip(const game::ItemQueryResponseData& info,
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if (se.spellIds[i] == 0 || se.thresholds[i] == 0) continue;
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const std::string& bname = gameHandler_->getSpellName(se.spellIds[i]);
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bool active = (equipped >= static_cast<int>(se.thresholds[i]));
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ImVec4 col = active ? ImVec4(0.5f, 1.0f, 0.5f, 1.0f)
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ImVec4 col = active ? ui::colors::kActiveGreen
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: ImVec4(0.55f, 0.55f, 0.55f, 1.0f);
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if (!bname.empty())
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ImGui::TextColored(col, "(%u) %s", se.thresholds[i], bname.c_str());
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