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feat: extend quality colors for Artifact/Heirloom and add guild bank repair
- Add light gold (e6cc80) color for quality 6 (Artifact) and 7 (Heirloom) in the loot roll window and loot toast notification displays - Add "Repair (Guild)" button next to "Repair All" in vendor window when player is in a guild, using guild bank funds for the repair cost
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1 changed files with 16 additions and 3 deletions
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@ -10751,9 +10751,11 @@ void GameScreen::renderLootRollPopup(game::GameHandler& gameHandler) {
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ImVec4(0.0f, 0.44f, 0.87f, 1.0f),// 3=rare (blue)
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ImVec4(0.64f, 0.21f, 0.93f, 1.0f),// 4=epic (purple)
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ImVec4(1.0f, 0.5f, 0.0f, 1.0f), // 5=legendary (orange)
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ImVec4(0.90f, 0.80f, 0.50f, 1.0f),// 6=artifact (light gold)
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ImVec4(0.90f, 0.80f, 0.50f, 1.0f),// 7=heirloom (light gold)
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};
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uint8_t q = roll.itemQuality;
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ImVec4 col = (q < 6) ? kQualityColors[q] : kQualityColors[1];
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ImVec4 col = (q < 8) ? kQualityColors[q] : kQualityColors[1];
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// Countdown bar
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{
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@ -13214,7 +13216,16 @@ void GameScreen::renderVendorWindow(game::GameHandler& gameHandler) {
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gameHandler.repairAll(vendor.vendorGuid, false);
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Repair all equipped items");
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ImGui::SetTooltip("Repair all equipped items using your gold");
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}
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if (gameHandler.isInGuild()) {
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ImGui::SameLine();
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if (ImGui::SmallButton("Repair (Guild)")) {
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gameHandler.repairAll(vendor.vendorGuid, true);
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Repair all equipped items using guild bank funds");
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}
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}
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}
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ImGui::Separator();
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@ -19037,6 +19048,8 @@ void GameScreen::renderItemLootToasts() {
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IM_COL32( 0, 112, 221, 255), // 3 blue (rare)
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IM_COL32(163, 53, 238, 255), // 4 purple (epic)
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IM_COL32(255, 128, 0, 255), // 5 orange (legendary)
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IM_COL32(230, 204, 128, 255), // 6 light gold (artifact)
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IM_COL32(230, 204, 128, 255), // 7 light gold (heirloom)
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};
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// Stack at bottom-left above action bars; each item is 24 px tall
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@ -19075,7 +19088,7 @@ void GameScreen::renderItemLootToasts() {
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IM_COL32(12, 12, 12, bgA), 3.0f);
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// Quality colour accent bar on left edge (3px wide)
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ImU32 qualCol = kQualityColors[std::min(static_cast<uint32_t>(5u), toast.quality)];
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ImU32 qualCol = kQualityColors[std::min(static_cast<uint32_t>(7u), toast.quality)];
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ImU32 qualColA = (qualCol & 0x00FFFFFFu) | (static_cast<uint32_t>(fgA) << 24u);
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bgDL->AddRectFilled(ImVec2(tx, ty), ImVec2(tx + 3.0f, ty + TOAST_H), qualColA, 3.0f);
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