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https://github.com/Kelsidavis/WoWee.git
synced 2026-05-03 08:03:50 +00:00
Add body type selection for nonbinary characters and reduce preview rotation sensitivity
Nonbinary characters can now choose between masculine and feminine body types in character creation, with real-time preview updates and full appearance customization. Body type preference is saved to character config and persists across sessions. Also reduces character preview drag-to-rotate sensitivity from 0.5 to 0.2 for better control.
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ebac7eb135
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7c28b80135
8 changed files with 50 additions and 11 deletions
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@ -93,9 +93,12 @@ const char* getGenderName(Gender gender) {
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}
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}
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std::string getPlayerModelPath(Race race, Gender gender) {
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// For nonbinary, default to male model (can be extended later for model selection)
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bool useFemale = (gender == Gender::FEMALE);
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std::string getPlayerModelPath(Race race, Gender gender, bool useFemaleModel) {
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// Female always uses female model
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// Nonbinary uses chosen model (useFemaleModel parameter)
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// Male always uses male model
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bool useFemale = (gender == Gender::FEMALE) ||
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(gender == Gender::NONBINARY && useFemaleModel);
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switch (race) {
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case Race::HUMAN:
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@ -143,5 +146,9 @@ std::string getPlayerModelPath(Race race, Gender gender) {
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}
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}
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std::string getPlayerModelPath(const Character& character) {
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return getPlayerModelPath(character.race, character.gender, character.useFemaleModel);
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}
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} // namespace game
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} // namespace wowee
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@ -5925,6 +5925,7 @@ void GameHandler::saveCharacterConfig() {
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out << "character_guid=" << playerGuid << "\n";
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out << "gender=" << static_cast<int>(ch->gender) << "\n";
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out << "use_female_model=" << (ch->useFemaleModel ? 1 : 0) << "\n";
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for (int i = 0; i < ACTION_BAR_SLOTS; i++) {
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out << "action_bar_" << i << "_type=" << static_cast<int>(actionBar[i].type) << "\n";
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out << "action_bar_" << i << "_id=" << actionBar[i].id << "\n";
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@ -5945,6 +5946,7 @@ void GameHandler::loadCharacterConfig() {
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std::array<uint32_t, ACTION_BAR_SLOTS> ids{};
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bool hasSlots = false;
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int savedGender = -1;
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int savedUseFemaleModel = -1;
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std::string line;
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while (std::getline(in, line)) {
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@ -5957,6 +5959,8 @@ void GameHandler::loadCharacterConfig() {
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try { savedGuid = std::stoull(val); } catch (...) {}
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} else if (key == "gender") {
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try { savedGender = std::stoi(val); } catch (...) {}
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} else if (key == "use_female_model") {
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try { savedUseFemaleModel = std::stoi(val); } catch (...) {}
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} else if (key.rfind("action_bar_", 0) == 0) {
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// Parse action_bar_N_type or action_bar_N_id
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size_t firstUnderscore = 11; // length of "action_bar_"
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@ -5984,12 +5988,16 @@ void GameHandler::loadCharacterConfig() {
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return;
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}
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// Apply saved gender (allows nonbinary to persist even though server only stores male/female)
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// Apply saved gender and body type (allows nonbinary to persist even though server only stores male/female)
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if (savedGender >= 0 && savedGender <= 2) {
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for (auto& character : characters) {
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if (character.guid == playerGuid) {
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character.gender = static_cast<Gender>(savedGender);
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LOG_INFO("Applied saved gender: ", getGenderName(character.gender));
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if (savedUseFemaleModel >= 0) {
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character.useFemaleModel = (savedUseFemaleModel != 0);
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}
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LOG_INFO("Applied saved gender: ", getGenderName(character.gender),
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", body type: ", (character.useFemaleModel ? "feminine" : "masculine"));
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break;
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}
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}
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@ -97,7 +97,7 @@ void CharacterPreview::destroyFBO() {
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bool CharacterPreview::loadCharacter(game::Race race, game::Gender gender,
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uint8_t skin, uint8_t face,
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uint8_t hairStyle, uint8_t hairColor,
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uint8_t facialHair) {
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uint8_t facialHair, bool useFemaleModel) {
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if (!charRenderer_ || !assetManager_ || !assetManager_->isInitialized()) {
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return false;
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}
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@ -109,7 +109,7 @@ bool CharacterPreview::loadCharacter(game::Race race, game::Gender gender,
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modelLoaded_ = false;
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}
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std::string m2Path = game::getPlayerModelPath(race, gender);
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std::string m2Path = game::getPlayerModelPath(race, gender, useFemaleModel);
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std::string modelDir;
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std::string baseName;
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{
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@ -105,6 +105,7 @@ void CharacterCreateScreen::updatePreviewIfNeeded() {
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bool changed = (raceIndex != prevRaceIndex_ ||
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genderIndex != prevGenderIndex_ ||
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bodyTypeIndex != prevBodyTypeIndex_ ||
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skin != prevSkin_ ||
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face != prevFace_ ||
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hairStyle != prevHairStyle_ ||
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@ -112,6 +113,7 @@ void CharacterCreateScreen::updatePreviewIfNeeded() {
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facialHair != prevFacialHair_);
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if (changed) {
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bool useFemaleModel = (genderIndex == 2 && bodyTypeIndex == 1); // Nonbinary + Feminine
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preview_->loadCharacter(
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allRaces[raceIndex],
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static_cast<game::Gender>(genderIndex),
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@ -119,10 +121,12 @@ void CharacterCreateScreen::updatePreviewIfNeeded() {
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static_cast<uint8_t>(face),
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static_cast<uint8_t>(hairStyle),
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static_cast<uint8_t>(hairColor),
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static_cast<uint8_t>(facialHair));
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static_cast<uint8_t>(facialHair),
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useFemaleModel);
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prevRaceIndex_ = raceIndex;
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prevGenderIndex_ = genderIndex;
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prevBodyTypeIndex_ = bodyTypeIndex;
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prevSkin_ = skin;
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prevFace_ = face;
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prevHairStyle_ = hairStyle;
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@ -276,7 +280,7 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
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// Mouse drag rotation on the preview image
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if (ImGui::IsItemHovered() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
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float deltaX = ImGui::GetIO().MouseDelta.x;
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preview_->rotate(deltaX * 0.5f);
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preview_->rotate(deltaX * 0.2f);
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}
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ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Drag to rotate");
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@ -365,6 +369,15 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
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ImGui::SameLine();
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ImGui::RadioButton("Nonbinary", &genderIndex, 2);
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// Body type selection for nonbinary
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if (genderIndex == 2) { // Nonbinary
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ImGui::Text("Body Type:");
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ImGui::SameLine(80);
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ImGui::RadioButton("Masculine", &bodyTypeIndex, 0);
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ImGui::SameLine();
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ImGui::RadioButton("Feminine", &bodyTypeIndex, 1);
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}
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ImGui::Spacing();
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ImGui::Separator();
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ImGui::Spacing();
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@ -433,6 +446,7 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
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data.race = allRaces[raceIndex];
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data.characterClass = availableClasses[classIndex];
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data.gender = currentGender;
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data.useFemaleModel = (genderIndex == 2 && bodyTypeIndex == 1); // Nonbinary + Feminine
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data.skin = static_cast<uint8_t>(skin);
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data.face = static_cast<uint8_t>(face);
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data.hairStyle = static_cast<uint8_t>(hairStyle);
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