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refactor: promote static const arrays to constexpr across audio/core/rendering
audio: birdPaths, cricketPaths, races core/application: componentDirs (4 instances), compDirs rendering/character_preview: componentDirs rendering/character_renderer: regionCoords256, regionSizes256
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5 changed files with 10 additions and 10 deletions
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@ -355,7 +355,7 @@ void ActivitySoundManager::setCharacterVoiceProfile(const std::string& modelName
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std::string base = "Human";
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struct RaceMap { const char* token; const char* folder; const char* base; };
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static const RaceMap races[] = {
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static constexpr RaceMap races[] = {
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{"human", "Human", "Human"},
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{"orc", "Orc", "Orc"},
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{"dwarf", "Dwarf", "Dwarf"},
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@ -85,7 +85,7 @@ bool AmbientSoundManager::initialize(pipeline::AssetManager* assets) {
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// Load bird chirp sounds (daytime periodic) — up to 6 variants
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{
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static const char* birdPaths[] = {
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static constexpr const char* birdPaths[] = {
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"Sound\\Ambience\\BirdAmbience\\BirdChirp01.wav",
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"Sound\\Ambience\\BirdAmbience\\BirdChirp02.wav",
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"Sound\\Ambience\\BirdAmbience\\BirdChirp03.wav",
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@ -101,7 +101,7 @@ bool AmbientSoundManager::initialize(pipeline::AssetManager* assets) {
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// Load cricket/insect sounds (nighttime periodic)
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{
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static const char* cricketPaths[] = {
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static constexpr const char* cricketPaths[] = {
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"Sound\\Ambience\\Insect\\InsectMorning.wav",
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"Sound\\Ambience\\Insect\\InsectNight.wav",
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};
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@ -5997,7 +5997,7 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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// --- Equipment region layers (ItemDisplayInfo DBC) ---
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auto idiDbc = am->loadDBC("ItemDisplayInfo.dbc");
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if (idiDbc) {
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static const char* componentDirs[] = {
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static constexpr const char* componentDirs[] = {
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"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
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"TorsoUpperTexture", "TorsoLowerTexture",
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"LegUpperTexture", "LegLowerTexture", "FootTexture",
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@ -7438,7 +7438,7 @@ void Application::setOnlinePlayerEquipment(uint64_t guid,
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charRenderer->setActiveGeosets(st.instanceId, geosets);
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// --- Textures (skin atlas compositing) ---
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static const char* componentDirs[] = {
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static constexpr const char* componentDirs[] = {
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"ArmUpperTexture",
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"ArmLowerTexture",
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"HandTexture",
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@ -8221,7 +8221,7 @@ void Application::processCreatureSpawnQueue(bool unlimited) {
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// Equipment region textures
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auto idiDbc = am->loadDBC("ItemDisplayInfo.dbc");
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if (idiDbc) {
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static const char* compDirs[] = {
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static constexpr const char* compDirs[] = {
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"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
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"TorsoUpperTexture", "TorsoLowerTexture",
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"LegUpperTexture", "LegLowerTexture", "FootTexture",
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@ -8439,7 +8439,7 @@ std::vector<std::string> Application::resolveEquipmentTexturePaths(uint64_t guid
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const auto* idiL = pipeline::getActiveDBCLayout()
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? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
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static const char* componentDirs[] = {
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static constexpr const char* componentDirs[] = {
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"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
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"TorsoUpperTexture", "TorsoLowerTexture",
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"LegUpperTexture", "LegLowerTexture", "FootTexture",
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@ -643,7 +643,7 @@ bool CharacterPreview::applyEquipment(const std::vector<game::EquipmentItem>& eq
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// --- Textures (equipment overlays onto body skin) ---
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if (bodySkinPath_.empty()) return true; // geosets applied, but can't composite
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static const char* componentDirs[] = {
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static constexpr const char* componentDirs[] = {
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"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
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"TorsoUpperTexture", "TorsoLowerTexture",
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"LegUpperTexture", "LegLowerTexture", "FootTexture",
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@ -1122,7 +1122,7 @@ VkTexture* CharacterRenderer::compositeWithRegions(const std::string& basePath,
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// Region index -> pixel coordinates on the 256x256 base atlas
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// These are scaled up by (width/256, height/256) for larger textures (512x512, 1024x1024)
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static const int regionCoords256[][2] = {
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static constexpr int regionCoords256[][2] = {
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{ 0, 0 }, // 0 = ArmUpper
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{ 0, 64 }, // 1 = ArmLower
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{ 0, 128 }, // 2 = Hand
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@ -1263,7 +1263,7 @@ VkTexture* CharacterRenderer::compositeWithRegions(const std::string& basePath,
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}
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// Expected region sizes on the 256x256 base atlas (scaled like coords)
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static const int regionSizes256[][2] = {
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static constexpr int regionSizes256[][2] = {
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{ 128, 64 }, // 0 = ArmUpper
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{ 128, 64 }, // 1 = ArmLower
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{ 128, 32 }, // 2 = Hand
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