diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index 5b43d7cc..365e781e 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -3915,6 +3915,130 @@ void GameScreen::renderFocusFrame(game::GameHandler& gameHandler) { } } + // Focus auras — buffs first, then debuffs, up to 8 icons wide + { + const std::vector* focusAuras = + (focus->getGuid() == gameHandler.getTargetGuid()) + ? &gameHandler.getTargetAuras() + : gameHandler.getUnitAuras(focus->getGuid()); + + if (focusAuras) { + int activeCount = 0; + for (const auto& a : *focusAuras) if (!a.isEmpty()) activeCount++; + if (activeCount > 0) { + auto* focusAsset = core::Application::getInstance().getAssetManager(); + constexpr float FA_ICON = 20.0f; + constexpr int FA_PER_ROW = 10; + + ImGui::Separator(); + + uint64_t faNowMs = static_cast( + std::chrono::duration_cast( + std::chrono::steady_clock::now().time_since_epoch()).count()); + + // Sort: debuffs first (so hostile-caster info is prominent), then buffs + std::vector faIdx; + faIdx.reserve(focusAuras->size()); + for (size_t i = 0; i < focusAuras->size(); ++i) + if (!(*focusAuras)[i].isEmpty()) faIdx.push_back(i); + std::sort(faIdx.begin(), faIdx.end(), [&](size_t a, size_t b) { + bool aD = ((*focusAuras)[a].flags & 0x80) != 0; + bool bD = ((*focusAuras)[b].flags & 0x80) != 0; + if (aD != bD) return aD > bD; // debuffs first + int32_t ra = (*focusAuras)[a].getRemainingMs(faNowMs); + int32_t rb = (*focusAuras)[b].getRemainingMs(faNowMs); + if (ra < 0 && rb < 0) return false; + if (ra < 0) return false; + if (rb < 0) return true; + return ra < rb; + }); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2.0f, 2.0f)); + int faShown = 0; + for (size_t si = 0; si < faIdx.size() && faShown < 20; ++si) { + const auto& aura = (*focusAuras)[faIdx[si]]; + bool isBuff = (aura.flags & 0x80) == 0; + + if (faShown > 0 && faShown % FA_PER_ROW != 0) ImGui::SameLine(); + ImGui::PushID(static_cast(faIdx[si]) + 3000); + + ImVec4 borderCol; + if (isBuff) { + borderCol = ImVec4(0.2f, 0.8f, 0.2f, 0.9f); + } else { + uint8_t dt = gameHandler.getSpellDispelType(aura.spellId); + switch (dt) { + case 1: borderCol = ImVec4(0.15f, 0.50f, 1.00f, 0.9f); break; + case 2: borderCol = ImVec4(0.70f, 0.20f, 0.90f, 0.9f); break; + case 3: borderCol = ImVec4(0.55f, 0.30f, 0.10f, 0.9f); break; + case 4: borderCol = ImVec4(0.10f, 0.70f, 0.10f, 0.9f); break; + default: borderCol = ImVec4(0.80f, 0.20f, 0.20f, 0.9f); break; + } + } + + VkDescriptorSet faIcon = (focusAsset) + ? getSpellIcon(aura.spellId, focusAsset) : VK_NULL_HANDLE; + if (faIcon) { + ImGui::PushStyleColor(ImGuiCol_Button, borderCol); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(1, 1)); + ImGui::ImageButton("##faura", + (ImTextureID)(uintptr_t)faIcon, + ImVec2(FA_ICON - 2, FA_ICON - 2)); + ImGui::PopStyleVar(); + ImGui::PopStyleColor(); + } else { + ImGui::PushStyleColor(ImGuiCol_Button, borderCol); + char lab[8]; + snprintf(lab, sizeof(lab), "%u", aura.spellId); + ImGui::Button(lab, ImVec2(FA_ICON, FA_ICON)); + ImGui::PopStyleColor(); + } + + // Duration overlay + int32_t faRemain = aura.getRemainingMs(faNowMs); + if (faRemain > 0) { + ImVec2 imin = ImGui::GetItemRectMin(); + ImVec2 imax = ImGui::GetItemRectMax(); + char ts[12]; + int s = (faRemain + 999) / 1000; + if (s >= 3600) snprintf(ts, sizeof(ts), "%dh", s / 3600); + else if (s >= 60) snprintf(ts, sizeof(ts), "%d:%02d", s / 60, s % 60); + else snprintf(ts, sizeof(ts), "%d", s); + ImVec2 tsz = ImGui::CalcTextSize(ts); + float cx = imin.x + (imax.x - imin.x - tsz.x) * 0.5f; + float cy = imax.y - tsz.y - 1.0f; + ImGui::GetWindowDrawList()->AddText(ImVec2(cx + 1, cy + 1), IM_COL32(0, 0, 0, 180), ts); + ImGui::GetWindowDrawList()->AddText(ImVec2(cx, cy), IM_COL32(255, 255, 255, 220), ts); + } + + // Tooltip + if (ImGui::IsItemHovered()) { + ImGui::BeginTooltip(); + bool richOk = spellbookScreen.renderSpellInfoTooltip( + aura.spellId, gameHandler, focusAsset); + if (!richOk) { + std::string nm = spellbookScreen.lookupSpellName(aura.spellId, focusAsset); + if (nm.empty()) nm = "Spell #" + std::to_string(aura.spellId); + ImGui::Text("%s", nm.c_str()); + } + if (faRemain > 0) { + int s = faRemain / 1000; + char db[32]; + if (s < 60) snprintf(db, sizeof(db), "Remaining: %ds", s); + else snprintf(db, sizeof(db), "Remaining: %dm %ds", s / 60, s % 60); + ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s", db); + } + ImGui::EndTooltip(); + } + + ImGui::PopID(); + faShown++; + } + ImGui::PopStyleVar(); + } + } + } + // Clicking the focus frame targets it if (ImGui::IsWindowHovered() && ImGui::IsMouseClicked(0)) { gameHandler.setTarget(focus->getGuid());