feat: battleground invitation popup with countdown timer

Replace the text-only "/join to enter" message with an interactive
popup that shows the BG name, a live countdown progress bar, and
Enter/Leave Queue buttons.

- Parse STATUS_WAIT_JOIN timeout from SMSG_BATTLEFIELD_STATUS
- Store inviteReceivedTime (steady_clock) on the queue slot
- BgQueueSlot moved to public section so UI can read invite details
- Add declineBattlefield() that sends CMSG_BATTLEFIELD_PORT(action=0)
- acceptBattlefield() optimistically sets statusId=3 to dismiss popup
- renderBgInvitePopup: colored countdown bar (green→yellow→red),
  named BG (Alterac Valley, Warsong Gulch, etc.), auto-dismisses on expiry
This commit is contained in:
Kelsi 2026-03-10 21:12:28 -07:00
parent 4986308581
commit a7a559cdcc
4 changed files with 184 additions and 8 deletions

View file

@ -414,6 +414,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
renderItemTextWindow(gameHandler);
renderGuildInvitePopup(gameHandler);
renderReadyCheckPopup(gameHandler);
renderBgInvitePopup(gameHandler);
renderGuildRoster(gameHandler);
renderBuffBar(gameHandler);
renderLootWindow(gameHandler);
@ -5867,6 +5868,99 @@ void GameScreen::renderReadyCheckPopup(game::GameHandler& gameHandler) {
ImGui::End();
}
void GameScreen::renderBgInvitePopup(game::GameHandler& gameHandler) {
if (!gameHandler.hasPendingBgInvite()) return;
const auto& queues = gameHandler.getBgQueues();
// Find the first WAIT_JOIN slot
const game::GameHandler::BgQueueSlot* slot = nullptr;
for (const auto& s : queues) {
if (s.statusId == 2) { slot = &s; break; }
}
if (!slot) return;
// Compute time remaining
auto now = std::chrono::steady_clock::now();
double elapsed = std::chrono::duration<double>(now - slot->inviteReceivedTime).count();
double remaining = static_cast<double>(slot->inviteTimeout) - elapsed;
// If invite has expired, clear it silently (server will handle the queue)
if (remaining <= 0.0) {
gameHandler.declineBattlefield(slot->queueSlot);
return;
}
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 190, screenH / 2 - 70), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(380, 0), ImGuiCond_Always);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.08f, 0.08f, 0.18f, 0.95f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 1.0f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_TitleBgActive, ImVec4(0.15f, 0.15f, 0.4f, 1.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 6.0f);
const ImGuiWindowFlags popupFlags =
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse;
if (ImGui::Begin("Battleground Ready!", nullptr, popupFlags)) {
// BG name
std::string bgName;
if (slot->arenaType > 0) {
bgName = std::to_string(slot->arenaType) + "v" + std::to_string(slot->arenaType) + " Arena";
} else {
switch (slot->bgTypeId) {
case 1: bgName = "Alterac Valley"; break;
case 2: bgName = "Warsong Gulch"; break;
case 3: bgName = "Arathi Basin"; break;
case 7: bgName = "Eye of the Storm"; break;
case 9: bgName = "Strand of the Ancients"; break;
case 11: bgName = "Isle of Conquest"; break;
default: bgName = "Battleground"; break;
}
}
ImGui::TextColored(ImVec4(1.0f, 0.85f, 0.2f, 1.0f), "%s", bgName.c_str());
ImGui::TextWrapped("A spot has opened! You have %d seconds to enter.", static_cast<int>(remaining));
ImGui::Spacing();
// Countdown progress bar
float frac = static_cast<float>(remaining / static_cast<double>(slot->inviteTimeout));
frac = std::clamp(frac, 0.0f, 1.0f);
ImVec4 barColor = frac > 0.5f ? ImVec4(0.2f, 0.8f, 0.2f, 1.0f)
: frac > 0.25f ? ImVec4(0.9f, 0.7f, 0.1f, 1.0f)
: ImVec4(0.9f, 0.2f, 0.2f, 1.0f);
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, barColor);
char countdownLabel[32];
snprintf(countdownLabel, sizeof(countdownLabel), "%ds", static_cast<int>(remaining));
ImGui::ProgressBar(frac, ImVec2(-1, 16), countdownLabel);
ImGui::PopStyleColor();
ImGui::Spacing();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.15f, 0.5f, 0.15f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.2f, 0.7f, 0.2f, 1.0f));
if (ImGui::Button("Enter Battleground", ImVec2(180, 30))) {
gameHandler.acceptBattlefield(slot->queueSlot);
}
ImGui::PopStyleColor(2);
ImGui::SameLine();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.5f, 0.15f, 0.15f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.7f, 0.2f, 0.2f, 1.0f));
if (ImGui::Button("Leave Queue", ImVec2(175, 30))) {
gameHandler.declineBattlefield(slot->queueSlot);
}
ImGui::PopStyleColor(2);
}
ImGui::End();
ImGui::PopStyleVar();
ImGui::PopStyleColor(3);
}
void GameScreen::renderGuildRoster(game::GameHandler& gameHandler) {
// O key toggle (WoW default Social/Guild keybind)
if (!ImGui::GetIO().WantCaptureKeyboard && ImGui::IsKeyPressed(ImGuiKey_O)) {