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ui: add side action bars, fix resize positioning, and fix player nameplates
Action bars: - Expand from 2 bars (24 slots) to 4 bars (48 slots) - Bar 2: right-edge vertical bar (slots 24-35), off by default - Bar 3: left-edge vertical bar (slots 36-47), off by default - New "Interface" settings tab with toggles and offset sliders for all bars - XP bar Y position now tracks bar 2 visibility and vertical offset HUD resize fix: - All HUD elements (action bars, bag bar, XP bar, cast bar, mirror timers) now use ImGui::GetIO().DisplaySize instead of window->getWidth/Height() - DisplaySize is always in sync with the current frame — eliminates the one-frame lag that caused bars to misalign after window resize Player nameplates: - Show player name only on nameplate (no level number clutter) - Fall back to "Player (level)" while name query is pending - NPC nameplates unchanged (still show "level Name")
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3 changed files with 150 additions and 23 deletions
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@ -588,10 +588,14 @@ public:
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const std::unordered_map<uint32_t, TalentTabEntry>& getAllTalentTabs() const { return talentTabCache_; }
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void loadTalentDbc();
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// Action bar — 2 bars × 12 slots = 24 total
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// Action bar — 4 bars × 12 slots = 48 total
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// Bar 0 (slots 0-11): main bottom bar (1-0, -, =)
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// Bar 1 (slots 12-23): second bar above main (Shift+1 ... Shift+=)
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// Bar 2 (slots 24-35): right side vertical bar
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// Bar 3 (slots 36-47): left side vertical bar
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static constexpr int SLOTS_PER_BAR = 12;
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static constexpr int ACTION_BARS = 2;
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static constexpr int ACTION_BAR_SLOTS = SLOTS_PER_BAR * ACTION_BARS; // 24
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static constexpr int ACTION_BARS = 4;
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static constexpr int ACTION_BAR_SLOTS = SLOTS_PER_BAR * ACTION_BARS; // 48
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std::array<ActionBarSlot, ACTION_BAR_SLOTS>& getActionBar() { return actionBar; }
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const std::array<ActionBarSlot, ACTION_BAR_SLOTS>& getActionBar() const { return actionBar; }
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void setActionBarSlot(int slot, ActionBarSlot::Type type, uint32_t id);
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