Improve UI layout, spell casting, and realm selection screen

- Fix action bar, bag bar, chat window to track window resize (Always pos)
- Show spell names in cast bar instead of spell IDs
- Play precast/cast-complete sounds via SpellSoundManager
- Fix hearthstone to use CMSG_CAST_SPELL directly (avoids slot sync issues)
- Show map name instead of coordinates in hearthstone tooltip
- Show cooldown time remaining in action bar tooltips
- Search equipped slots and bags for action bar item icons
- Redesign realm screen: back button, larger table/buttons, auto-select
  realm with characters, double-click to enter, proportional columns
This commit is contained in:
Kelsi 2026-02-17 03:50:36 -08:00
parent b8f1f15eb4
commit 99723abfac
6 changed files with 261 additions and 103 deletions

View file

@ -543,14 +543,16 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
float chatH = 220.0f;
float chatX = 8.0f;
float chatY = screenH - chatH - 80.0f; // Above action bar
if (!chatWindowPosInit_) {
chatWindowPos_ = ImVec2(chatX, chatY);
chatWindowPosInit_ = true;
}
if (chatWindowLocked) {
// Always recompute position from current window size when locked
chatWindowPos_ = ImVec2(chatX, chatY);
ImGui::SetNextWindowSize(ImVec2(chatW, chatH), ImGuiCond_Always);
ImGui::SetNextWindowPos(chatWindowPos_, ImGuiCond_Always);
} else {
if (!chatWindowPosInit_) {
chatWindowPos_ = ImVec2(chatX, chatY);
chatWindowPosInit_ = true;
}
ImGui::SetNextWindowSize(ImVec2(chatW, chatH), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(chatWindowPos_, ImGuiCond_FirstUseEver);
}
@ -3035,10 +3037,10 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
float barX = (screenW - barW) / 2.0f;
float barY = screenH - barH;
ImGui::SetNextWindowPos(ImVec2(barX, barY), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(barX, barY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(barW, barH), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize |
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar;
@ -3098,10 +3100,12 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
// Try to get icon texture for this slot
GLuint iconTex = 0;
const game::ItemDef* barItemDef = nullptr;
uint32_t itemDisplayInfoId = 0;
std::string itemNameFromQuery;
if (slot.type == game::ActionBarSlot::SPELL && slot.id != 0) {
iconTex = getSpellIcon(slot.id, assetMgr);
} else if (slot.type == game::ActionBarSlot::ITEM && slot.id != 0) {
// Look up item in inventory for icon and name
// Search backpack
auto& inv = gameHandler.getInventory();
for (int bi = 0; bi < inv.getBackpackSize(); bi++) {
const auto& bs = inv.getBackpackSlot(bi);
@ -3110,8 +3114,41 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
break;
}
}
// Search equipped slots
if (!barItemDef) {
for (int ei = 0; ei < game::Inventory::NUM_EQUIP_SLOTS; ei++) {
const auto& es = inv.getEquipSlot(static_cast<game::EquipSlot>(ei));
if (!es.empty() && es.item.itemId == slot.id) {
barItemDef = &es.item;
break;
}
}
}
// Search extra bags
if (!barItemDef) {
for (int bag = 0; bag < game::Inventory::NUM_BAG_SLOTS && !barItemDef; bag++) {
for (int si = 0; si < inv.getBagSize(bag); si++) {
const auto& bs = inv.getBagSlot(bag, si);
if (!bs.empty() && bs.item.itemId == slot.id) {
barItemDef = &bs.item;
break;
}
}
}
}
if (barItemDef && barItemDef->displayInfoId != 0) {
iconTex = inventoryScreen.getItemIcon(barItemDef->displayInfoId);
itemDisplayInfoId = barItemDef->displayInfoId;
}
// Fallback: use item info cache (from server query responses)
if (itemDisplayInfoId == 0) {
if (auto* info = gameHandler.getItemInfo(slot.id)) {
itemDisplayInfoId = info->displayInfoId;
if (itemNameFromQuery.empty() && !info->name.empty())
itemNameFromQuery = info->name;
}
}
if (itemDisplayInfoId != 0) {
iconTex = inventoryScreen.getItemIcon(itemDisplayInfoId);
}
}
@ -3201,18 +3238,49 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
}
// Tooltip
if (ImGui::IsItemHovered() && slot.type == game::ActionBarSlot::SPELL && slot.id != 0) {
std::string fullName = getSpellName(slot.id);
if (ImGui::IsItemHovered() && !slot.isEmpty() && slot.id != 0) {
ImGui::BeginTooltip();
ImGui::Text("%s", fullName.c_str());
ImGui::TextDisabled("Spell ID: %u", slot.id);
ImGui::EndTooltip();
} else if (ImGui::IsItemHovered() && slot.type == game::ActionBarSlot::ITEM && slot.id != 0) {
ImGui::BeginTooltip();
if (barItemDef) {
ImGui::Text("%s", barItemDef->name.c_str());
} else {
ImGui::Text("Item #%u", slot.id);
if (slot.type == game::ActionBarSlot::SPELL) {
std::string fullName = getSpellName(slot.id);
ImGui::Text("%s", fullName.c_str());
// Hearthstone: show bind point info
if (slot.id == 8690) {
uint32_t mapId = 0;
glm::vec3 pos;
if (gameHandler.getHomeBind(mapId, pos)) {
const char* mapName = "Unknown";
switch (mapId) {
case 0: mapName = "Eastern Kingdoms"; break;
case 1: mapName = "Kalimdor"; break;
case 530: mapName = "Outland"; break;
case 571: mapName = "Northrend"; break;
}
ImGui::TextColored(ImVec4(0.8f, 0.9f, 1.0f, 1.0f),
"Home: %s", mapName);
}
ImGui::TextDisabled("Use: Teleport home");
}
} else if (slot.type == game::ActionBarSlot::ITEM) {
if (barItemDef && !barItemDef->name.empty()) {
ImGui::Text("%s", barItemDef->name.c_str());
} else if (!itemNameFromQuery.empty()) {
ImGui::Text("%s", itemNameFromQuery.c_str());
} else {
ImGui::Text("Item #%u", slot.id);
}
}
// Show cooldown time remaining
if (onCooldown) {
float cd = slot.cooldownRemaining;
if (cd >= 60.0f) {
int mins = static_cast<int>(cd) / 60;
int secs = static_cast<int>(cd) % 60;
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.2f, 1.0f),
"Cooldown: %d min %d sec", mins, secs);
} else {
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.2f, 1.0f),
"Cooldown: %.1f sec", cd);
}
}
ImGui::EndTooltip();
}
@ -3301,10 +3369,10 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) {
float barX = screenW - barW - 10.0f;
float barY = screenH - barH - 10.0f;
ImGui::SetNextWindowPos(ImVec2(barX, barY), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(barX, barY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(barW, barH), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize |
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar;
@ -3534,8 +3602,12 @@ void GameScreen::renderCastBar(game::GameHandler& gameHandler) {
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, ImVec4(0.8f, 0.6f, 0.2f, 1.0f));
char overlay[64];
snprintf(overlay, sizeof(overlay), "Spell %u (%.1fs)",
gameHandler.getCurrentCastSpellId(), gameHandler.getCastTimeRemaining());
uint32_t currentSpellId = gameHandler.getCurrentCastSpellId();
const std::string& spellName = gameHandler.getSpellName(currentSpellId);
if (!spellName.empty())
snprintf(overlay, sizeof(overlay), "%s (%.1fs)", spellName.c_str(), gameHandler.getCastTimeRemaining());
else
snprintf(overlay, sizeof(overlay), "Casting... (%.1fs)", gameHandler.getCastTimeRemaining());
ImGui::ProgressBar(progress, ImVec2(-1, 20), overlay);
ImGui::PopStyleColor();
}