feat: focus target frame with health/power bars and cast bar

Add a compact focus target frame on the right side of the screen
when the player has a focus target set via /focus.

- Shows [Focus] label, name (colored by hostility/level diff), level
- HP bar with green→yellow→red coloring; power bar with type colors
- Cast bar showing spell name and remaining time when focus is casting
- Clicking the frame targets the focus entity
- Clears automatically when focus is lost (/clearfocus)
This commit is contained in:
Kelsi 2026-03-10 21:15:24 -07:00
parent a7a559cdcc
commit 8ab83987f1
2 changed files with 134 additions and 0 deletions

View file

@ -189,6 +189,7 @@ private:
* Render target frame
*/
void renderTargetFrame(game::GameHandler& gameHandler);
void renderFocusFrame(game::GameHandler& gameHandler);
/**
* Render pet frame (below player frame when player has an active pet)

View file

@ -380,6 +380,11 @@ void GameScreen::render(game::GameHandler& gameHandler) {
renderTargetFrame(gameHandler);
}
// Focus target frame (only when we have a focus)
if (gameHandler.hasFocus()) {
renderFocusFrame(gameHandler);
}
// Render windows
if (showPlayerInfo) {
renderPlayerInfo(gameHandler);
@ -2480,6 +2485,134 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
}
}
void GameScreen::renderFocusFrame(game::GameHandler& gameHandler) {
auto focus = gameHandler.getFocus();
if (!focus) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
// Position: right side of screen, mirroring the target frame on the opposite side
float frameW = 200.0f;
float frameX = screenW - frameW - 10.0f;
ImGui::SetNextWindowPos(ImVec2(frameX, 30.0f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(frameW, 0.0f), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_AlwaysAutoResize;
// Determine color based on relation (same logic as target frame)
ImVec4 focusColor(0.7f, 0.7f, 0.7f, 1.0f);
if (focus->getType() == game::ObjectType::PLAYER) {
focusColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
} else if (focus->getType() == game::ObjectType::UNIT) {
auto u = std::static_pointer_cast<game::Unit>(focus);
if (u->getHealth() == 0 && u->getMaxHealth() > 0) {
focusColor = ImVec4(0.5f, 0.5f, 0.5f, 1.0f);
} else if (u->isHostile()) {
uint32_t playerLv = gameHandler.getPlayerLevel();
uint32_t mobLv = u->getLevel();
int32_t diff = static_cast<int32_t>(mobLv) - static_cast<int32_t>(playerLv);
if (game::GameHandler::killXp(playerLv, mobLv) == 0)
focusColor = ImVec4(0.6f, 0.6f, 0.6f, 1.0f);
else if (diff >= 10)
focusColor = ImVec4(1.0f, 0.1f, 0.1f, 1.0f);
else if (diff >= 5)
focusColor = ImVec4(1.0f, 0.5f, 0.1f, 1.0f);
else if (diff >= -2)
focusColor = ImVec4(1.0f, 1.0f, 0.1f, 1.0f);
else
focusColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
} else {
focusColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
}
}
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.08f, 0.08f, 0.15f, 0.85f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.5f, 0.5f, 0.9f, 0.8f)); // Blue tint = focus
if (ImGui::Begin("##FocusFrame", nullptr, flags)) {
// "Focus" label
ImGui::TextDisabled("[Focus]");
ImGui::SameLine();
std::string focusName = getEntityName(focus);
ImGui::TextColored(focusColor, "%s", focusName.c_str());
if (focus->getType() == game::ObjectType::UNIT ||
focus->getType() == game::ObjectType::PLAYER) {
auto unit = std::static_pointer_cast<game::Unit>(focus);
// Level + health on same row
ImGui::SameLine();
ImGui::TextDisabled("Lv %u", unit->getLevel());
uint32_t hp = unit->getHealth();
uint32_t maxHp = unit->getMaxHealth();
if (maxHp > 0) {
float pct = static_cast<float>(hp) / static_cast<float>(maxHp);
ImGui::PushStyleColor(ImGuiCol_PlotHistogram,
pct > 0.5f ? ImVec4(0.2f, 0.7f, 0.2f, 1.0f) :
pct > 0.2f ? ImVec4(0.7f, 0.7f, 0.2f, 1.0f) :
ImVec4(0.7f, 0.2f, 0.2f, 1.0f));
char overlay[32];
snprintf(overlay, sizeof(overlay), "%u / %u", hp, maxHp);
ImGui::ProgressBar(pct, ImVec2(-1, 14), overlay);
ImGui::PopStyleColor();
// Power bar
uint8_t pType = unit->getPowerType();
uint32_t pwr = unit->getPower();
uint32_t maxPwr = unit->getMaxPower();
if (maxPwr == 0 && (pType == 1 || pType == 3)) maxPwr = 100;
if (maxPwr > 0) {
float mpPct = static_cast<float>(pwr) / static_cast<float>(maxPwr);
ImVec4 pwrColor;
switch (pType) {
case 0: pwrColor = ImVec4(0.2f, 0.2f, 0.9f, 1.0f); break;
case 1: pwrColor = ImVec4(0.9f, 0.2f, 0.2f, 1.0f); break;
case 3: pwrColor = ImVec4(0.9f, 0.9f, 0.2f, 1.0f); break;
case 6: pwrColor = ImVec4(0.8f, 0.1f, 0.2f, 1.0f); break;
default: pwrColor = ImVec4(0.2f, 0.2f, 0.9f, 1.0f); break;
}
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, pwrColor);
ImGui::ProgressBar(mpPct, ImVec2(-1, 10), "");
ImGui::PopStyleColor();
}
}
// Focus cast bar
const auto* focusCast = gameHandler.getUnitCastState(focus->getGuid());
if (focusCast) {
float total = focusCast->timeTotal > 0.f ? focusCast->timeTotal : 1.f;
float rem = focusCast->timeRemaining;
float prog = std::clamp(1.0f - rem / total, 0.f, 1.f);
const std::string& spName = gameHandler.getSpellName(focusCast->spellId);
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, ImVec4(0.9f, 0.3f, 0.2f, 1.0f));
char castBuf[64];
if (!spName.empty())
snprintf(castBuf, sizeof(castBuf), "%s (%.1fs)", spName.c_str(), rem);
else
snprintf(castBuf, sizeof(castBuf), "Casting... (%.1fs)", rem);
ImGui::ProgressBar(prog, ImVec2(-1, 12), castBuf);
ImGui::PopStyleColor();
}
}
// Clicking the focus frame targets it
if (ImGui::IsWindowHovered() && ImGui::IsMouseClicked(0)) {
gameHandler.setTarget(focus->getGuid());
}
}
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar();
}
void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
if (strlen(chatInputBuffer) > 0) {
std::string input(chatInputBuffer);