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fix: correct buff bar and quest tracker vertical positions
- Buff bar was at Y=140 which overlaps the minimap (Y=10 to Y=210); moved to Y=215 (just below minimap bottom edge) with 8 icons per row - Quest tracker moved from Y=200 (inside minimap area) to Y=320 to leave space for up to 3 rows of buffs between minimap and tracker - Both are right-anchored and no longer conflict with the minimap or each other in typical usage (up to ~20 active auras)
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1 changed files with 6 additions and 5 deletions
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@ -5009,7 +5009,7 @@ void GameScreen::renderQuestObjectiveTracker(game::GameHandler& gameHandler) {
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if (toShow.empty()) return;
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float x = screenW - TRACKER_W - RIGHT_MARGIN;
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float y = 200.0f; // below minimap area
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float y = 320.0f; // below minimap (210) + buff bar space (up to 3 rows ≈ 114px)
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ImGui::SetNextWindowPos(ImVec2(x, y), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(TRACKER_W, 0), ImGuiCond_Always);
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@ -6602,14 +6602,15 @@ void GameScreen::renderBuffBar(game::GameHandler& gameHandler) {
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auto* assetMgr = core::Application::getInstance().getAssetManager();
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// Position in top-right to avoid overlapping the party frame on the left
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// Position below the minimap (minimap: 200x200 at top-right, bottom edge at Y≈210)
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// Anchored to the right side to stay away from party frames on the left
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constexpr float ICON_SIZE = 32.0f;
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constexpr int ICONS_PER_ROW = 12;
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constexpr int ICONS_PER_ROW = 8;
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float barW = ICONS_PER_ROW * (ICON_SIZE + 4.0f) + 8.0f;
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ImVec2 displaySize = ImGui::GetIO().DisplaySize;
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float screenW = displaySize.x > 0.0f ? displaySize.x : 1280.0f;
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// Anchor to top-right, below minimap area (~140px from top)
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ImGui::SetNextWindowPos(ImVec2(screenW - barW - 10.0f, 140.0f), ImGuiCond_Always);
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// Y=215 puts us just below the minimap's bottom edge (minimap bottom ≈ 210)
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ImGui::SetNextWindowPos(ImVec2(screenW - barW - 10.0f, 215.0f), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(barW, 0), ImGuiCond_Always);
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ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
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