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https://github.com/Kelsidavis/WoWee.git
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Organize spellbook tabs by skill line specialty using SkillLine.dbc and SkillLineAbility.dbc
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parent
d4d5a22685
commit
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2 changed files with 103 additions and 39 deletions
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@ -5,6 +5,7 @@
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#include <imgui.h>
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#include <string>
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#include <vector>
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#include <map>
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#include <unordered_map>
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namespace wowee {
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@ -22,7 +23,10 @@ struct SpellInfo {
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bool isPassive() const { return (attributes & 0x40) != 0; }
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};
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enum class SpellTab { GENERAL, ACTIVE, PASSIVE };
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struct SpellTabInfo {
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std::string name;
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std::vector<const SpellInfo*> spells;
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};
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class SpellbookScreen {
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public:
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@ -50,14 +54,15 @@ private:
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std::unordered_map<uint32_t, std::string> spellIconPaths; // SpellIconID -> path
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std::unordered_map<uint32_t, GLuint> spellIconCache; // SpellIconID -> GL texture
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// Categorized spell lists (rebuilt when spell list changes)
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std::vector<const SpellInfo*> generalSpells;
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std::vector<const SpellInfo*> activeSpells;
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std::vector<const SpellInfo*> passiveSpells;
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size_t lastKnownSpellCount = 0;
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// Skill line data (loaded from SkillLine.dbc + SkillLineAbility.dbc)
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bool skillLineDbLoaded = false;
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std::unordered_map<uint32_t, std::string> skillLineNames; // skillLineID -> name
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std::unordered_map<uint32_t, uint32_t> spellToSkillLine; // spellID -> skillLineID
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// Tab state
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SpellTab currentTab = SpellTab::GENERAL;
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// Categorized spell tabs (rebuilt when spell list changes)
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// ordered map so tabs appear in consistent order
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std::vector<SpellTabInfo> spellTabs;
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size_t lastKnownSpellCount = 0;
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// Drag-and-drop from spellbook to action bar
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bool draggingSpell_ = false;
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@ -66,6 +71,7 @@ private:
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void loadSpellDBC(pipeline::AssetManager* assetManager);
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void loadSpellIconDBC(pipeline::AssetManager* assetManager);
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void loadSkillLineDBCs(pipeline::AssetManager* assetManager);
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void categorizeSpells(const std::vector<uint32_t>& knownSpells);
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GLuint getSpellIcon(uint32_t iconId, pipeline::AssetManager* assetManager);
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const SpellInfo* getSpellInfo(uint32_t spellId) const;
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