Fix hair/vendor/loot bugs, revamp spellbook with tabs and icons, clean up action bar, add talent placeholder

- Fix white hair: always override M2 type-6 texture with DBC hair texture when available
- Fix vendor sell: add sellPrice to ItemDef/ItemTemplateRow, use directly instead of empty cache
- Fix empty loot: skip loot window when corpse has no items and no gold
- Revamp spellbook (P key): tabbed UI (General/Active/Passive), spell icons from SpellIcon.dbc, rank text
- Clean up action bar: only auto-populate Attack and Hearthstone, rest assigned via spellbook
- Add talent placeholder (N key): 3-tab window with level/talent point display
- Fix ffplay cleanup: non-blocking waitpid with SIGKILL fallback to prevent orphaned audio processes
- Fix pre-existing getQualityColor visibility for loot window rendering
This commit is contained in:
Kelsi 2026-02-06 16:04:25 -08:00
parent 2ddef93f52
commit caeb6f56f7
12 changed files with 426 additions and 119 deletions

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@ -154,6 +154,7 @@ set(WOWEE_SOURCES
src/ui/inventory_screen.cpp
src/ui/quest_log_screen.cpp
src/ui/spellbook_screen.cpp
src/ui/talent_screen.cpp
# Main
src/main.cpp
@ -241,6 +242,7 @@ set(WOWEE_HEADERS
include/ui/game_screen.hpp
include/ui/inventory_screen.hpp
include/ui/spellbook_screen.hpp
include/ui/talent_screen.hpp
)
# Create executable

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@ -42,6 +42,7 @@ struct ItemDef {
int32_t intellect = 0;
int32_t spirit = 0;
uint32_t displayInfoId = 0;
uint32_t sellPrice = 0;
};
struct ItemSlot {

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@ -122,7 +122,18 @@ inline void killProcess(ProcessHandle& handle) {
kill(-handle, SIGTERM); // kill process group
kill(handle, SIGTERM);
int status = 0;
waitpid(handle, &status, 0);
// Non-blocking wait with SIGKILL fallback after ~200ms
for (int i = 0; i < 20; ++i) {
pid_t ret = waitpid(handle, &status, WNOHANG);
if (ret != 0) break; // exited or error
usleep(10000); // 10ms
}
// If still alive, force kill
if (waitpid(handle, &status, WNOHANG) == 0) {
kill(-handle, SIGKILL);
kill(handle, SIGKILL);
waitpid(handle, &status, 0);
}
#endif
handle = INVALID_PROCESS;

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@ -7,6 +7,7 @@
#include "ui/inventory_screen.hpp"
#include "ui/quest_log_screen.hpp"
#include "ui/spellbook_screen.hpp"
#include "ui/talent_screen.hpp"
#include <GL/glew.h>
#include <imgui.h>
#include <string>
@ -150,6 +151,7 @@ private:
InventoryScreen inventoryScreen;
QuestLogScreen questLogScreen;
SpellbookScreen spellbookScreen;
TalentScreen talentScreen;
rendering::WorldMap worldMap;
bool actionSpellDbAttempted = false;

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@ -126,6 +126,7 @@ private:
game::EquipSlot getEquipSlotForType(uint8_t inventoryType, game::Inventory& inv);
void renderHeldItem();
public:
static ImVec4 getQualityColor(game::ItemQuality quality);
};

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@ -1,8 +1,10 @@
#pragma once
#include "game/game_handler.hpp"
#include <GL/glew.h>
#include <imgui.h>
#include <string>
#include <vector>
#include <unordered_map>
namespace wowee {
@ -11,6 +13,17 @@ namespace pipeline { class AssetManager; }
namespace ui {
struct SpellInfo {
uint32_t spellId = 0;
std::string name;
std::string rank;
uint32_t iconId = 0; // SpellIconID
uint32_t attributes = 0; // Spell attributes (field 75)
bool isPassive() const { return (attributes & 0x40) != 0; }
};
enum class SpellTab { GENERAL, ACTIVE, PASSIVE };
class SpellbookScreen {
public:
void render(game::GameHandler& gameHandler, pipeline::AssetManager* assetManager);
@ -22,16 +35,33 @@ private:
bool open = false;
bool pKeyWasDown = false;
// Spell name cache (loaded from Spell.dbc)
// Spell data (loaded from Spell.dbc)
bool dbcLoaded = false;
bool dbcLoadAttempted = false;
std::unordered_map<uint32_t, std::string> spellNames;
std::unordered_map<uint32_t, SpellInfo> spellData;
// Icon data (loaded from SpellIcon.dbc)
bool iconDbLoaded = false;
std::unordered_map<uint32_t, std::string> spellIconPaths; // SpellIconID -> path
std::unordered_map<uint32_t, GLuint> spellIconCache; // SpellIconID -> GL texture
// Categorized spell lists (rebuilt when spell list changes)
std::vector<const SpellInfo*> generalSpells;
std::vector<const SpellInfo*> activeSpells;
std::vector<const SpellInfo*> passiveSpells;
size_t lastKnownSpellCount = 0;
// Tab state
SpellTab currentTab = SpellTab::GENERAL;
// Action bar assignment
int assigningSlot = -1; // Which action bar slot is being assigned (-1 = none)
int assigningSlot = -1;
void loadSpellDBC(pipeline::AssetManager* assetManager);
std::string getSpellName(uint32_t spellId) const;
void loadSpellIconDBC(pipeline::AssetManager* assetManager);
void categorizeSpells(const std::vector<uint32_t>& knownSpells);
GLuint getSpellIcon(uint32_t iconId, pipeline::AssetManager* assetManager);
const SpellInfo* getSpellInfo(uint32_t spellId) const;
};
} // namespace ui

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@ -0,0 +1,22 @@
#pragma once
#include "game/game_handler.hpp"
#include <imgui.h>
namespace wowee {
namespace ui {
class TalentScreen {
public:
void render(game::GameHandler& gameHandler);
bool isOpen() const { return open; }
void toggle() { open = !open; }
void setOpen(bool o) { open = o; }
private:
bool open = false;
bool nKeyWasDown = false;
};
} // namespace ui
} // namespace wowee

View file

@ -875,10 +875,12 @@ void Application::spawnPlayerCharacter() {
for (auto& tex : model.textures) {
if (tex.type == 1 && tex.filename.empty()) {
tex.filename = bodySkinPath;
} else if (tex.type == 6 && tex.filename.empty()) {
tex.filename = hairTexturePath.empty()
? "Character\\Human\\Hair00_00.blp"
: hairTexturePath;
} else if (tex.type == 6) {
if (!hairTexturePath.empty()) {
tex.filename = hairTexturePath;
} else if (tex.filename.empty()) {
tex.filename = "Character\\Human\\Hair00_00.blp";
}
} else if (tex.type == 8 && tex.filename.empty()) {
if (!underwearPaths.empty()) {
tex.filename = underwearPaths[0];

View file

@ -45,6 +45,7 @@ struct ItemTemplateRow {
uint8_t quality = 0;
uint8_t inventoryType = 0;
int32_t maxStack = 1;
uint32_t sellPrice = 0;
};
struct SinglePlayerLootDb {
@ -500,6 +501,7 @@ static SinglePlayerLootDb& getSinglePlayerLootDb() {
int idxQuality = columnIndex(cols, "Quality");
int idxInvType = columnIndex(cols, "InventoryType");
int idxStack = columnIndex(cols, "stackable");
int idxSellPrice = columnIndex(cols, "SellPrice");
if (idxEntry >= 0 && std::filesystem::exists(itemTemplatePath)) {
std::ifstream in(itemTemplatePath);
processInsertStatements(in, [&](const std::vector<std::string>& row) {
@ -523,6 +525,9 @@ static SinglePlayerLootDb& getSinglePlayerLootDb() {
ir.maxStack = static_cast<int32_t>(std::stol(row[idxStack]));
if (ir.maxStack <= 0) ir.maxStack = 1;
}
if (idxSellPrice >= 0 && idxSellPrice < static_cast<int>(row.size())) {
ir.sellPrice = static_cast<uint32_t>(std::stoul(row[idxSellPrice]));
}
db.itemTemplates[ir.itemId] = std::move(ir);
} catch (const std::exception&) {
}
@ -1858,6 +1863,7 @@ void GameHandler::applySinglePlayerStartData(Race race, Class cls) {
def.quality = static_cast<ItemQuality>(itTpl->second.quality);
def.inventoryType = itTpl->second.inventoryType;
def.maxStack = std::max(def.maxStack, static_cast<uint32_t>(itTpl->second.maxStack));
def.sellPrice = itTpl->second.sellPrice;
} else {
def.name = "Item " + std::to_string(row.itemId);
}
@ -1915,15 +1921,7 @@ void GameHandler::applySinglePlayerStartData(Race race, Class cls) {
}
if (!hasActionRows) {
// Auto-populate action bar with known spells
int slot = 1;
for (uint32_t spellId : knownSpells) {
if (spellId == 6603 || spellId == 8690) continue;
if (slot >= 11) break;
actionBar[slot].type = ActionBarSlot::SPELL;
actionBar[slot].id = spellId;
slot++;
}
// Leave slots 1-10 empty; player assigns from spellbook
}
markSinglePlayerDirty(SP_DIRTY_INVENTORY | SP_DIRTY_SPELLS | SP_DIRTY_ACTIONBAR |
@ -3365,18 +3363,11 @@ void GameHandler::handleInitialSpells(network::Packet& packet) {
}
}
// Auto-populate action bar: Attack in slot 1, Hearthstone in slot 12, rest filled with known spells
// Auto-populate action bar: Attack in slot 1, Hearthstone in slot 12
actionBar[0].type = ActionBarSlot::SPELL;
actionBar[0].id = 6603; // Attack
actionBar[11].type = ActionBarSlot::SPELL;
actionBar[11].id = 8690; // Hearthstone
int slot = 1;
for (int i = 0; i < static_cast<int>(knownSpells.size()) && slot < 11; ++i) {
if (knownSpells[i] == 6603 || knownSpells[i] == 8690) continue;
actionBar[slot].type = ActionBarSlot::SPELL;
actionBar[slot].id = knownSpells[i];
slot++;
}
LOG_INFO("Learned ", knownSpells.size(), " spells");
}
@ -3610,6 +3601,10 @@ void GameHandler::lootTarget(uint64_t guid) {
state.data = generateLocalLoot(guid);
it = localLootState_.emplace(guid, std::move(state)).first;
}
if (it->second.data.items.empty() && it->second.data.gold == 0) {
addSystemChatMessage("No loot.");
return;
}
simulateLootResponse(it->second.data);
return;
}
@ -3640,6 +3635,7 @@ void GameHandler::lootItem(uint8_t slotIndex) {
def.quality = static_cast<ItemQuality>(itTpl->second.quality);
def.inventoryType = itTpl->second.inventoryType;
def.maxStack = std::max(def.maxStack, static_cast<uint32_t>(itTpl->second.maxStack));
def.sellPrice = itTpl->second.sellPrice;
} else {
def.name = "Item " + std::to_string(it->itemId);
}
@ -3801,11 +3797,13 @@ void GameHandler::sellItemBySlot(int backpackIndex) {
if (slot.empty()) return;
if (singlePlayerMode_) {
auto it = itemInfoCache_.find(slot.item.itemId);
if (it != itemInfoCache_.end() && it->second.sellPrice > 0) {
addMoneyCopper(it->second.sellPrice);
if (slot.item.sellPrice > 0) {
addMoneyCopper(slot.item.sellPrice);
std::string msg = "You sold " + slot.item.name + ".";
addSystemChatMessage(msg);
} else {
addSystemChatMessage("You can't sell " + slot.item.name + ".");
return;
}
inventory.clearBackpackSlot(backpackIndex);
notifyInventoryChanged();

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@ -103,6 +103,9 @@ void GameScreen::render(game::GameHandler& gameHandler) {
// Spellbook (P key toggle handled inside)
spellbookScreen.render(gameHandler, core::Application::getInstance().getAssetManager());
// Talents (N key toggle handled inside)
talentScreen.render(gameHandler);
// Set up inventory screen asset manager + player appearance (once)
{
static bool inventoryScreenInit = false;

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@ -3,11 +3,26 @@
#include "core/application.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/blp_loader.hpp"
#include "core/logger.hpp"
#include <algorithm>
namespace wowee { namespace ui {
// General utility spells that belong in the General tab
static bool isGeneralSpell(uint32_t spellId) {
switch (spellId) {
case 6603: // Attack
case 8690: // Hearthstone
case 3365: // Opening
case 21651: // Opening
case 21652: // Closing
return true;
default:
return false;
}
}
void SpellbookScreen::loadSpellDBC(pipeline::AssetManager* assetManager) {
if (dbcLoadAttempted) return;
dbcLoadAttempted = true;
@ -20,42 +35,129 @@ void SpellbookScreen::loadSpellDBC(pipeline::AssetManager* assetManager) {
return;
}
// WoW 3.3.5a Spell.dbc: field 0 = SpellID, field 136 = SpellName_enUS
// Validate field count to determine name field index
uint32_t fieldCount = dbc->getFieldCount();
uint32_t nameField = 136;
if (fieldCount < 137) {
if (fieldCount < 142) {
LOG_WARNING("Spellbook: Spell.dbc has ", fieldCount, " fields, expected 234+");
// Try a heuristic: for smaller DBCs, name might be elsewhere
if (fieldCount > 10) {
nameField = fieldCount > 140 ? 136 : 1;
} else {
return;
}
return;
}
// WoW 3.3.5a Spell.dbc fields:
// 0 = SpellID, 75 = Attributes, 133 = SpellIconID, 136 = SpellName, 141 = RankText
uint32_t count = dbc->getRecordCount();
for (uint32_t i = 0; i < count; ++i) {
uint32_t spellId = dbc->getUInt32(i, 0);
std::string name = dbc->getString(i, nameField);
if (!name.empty() && spellId > 0) {
spellNames[spellId] = name;
if (spellId == 0) continue;
SpellInfo info;
info.spellId = spellId;
info.attributes = dbc->getUInt32(i, 75);
info.iconId = dbc->getUInt32(i, 133);
info.name = dbc->getString(i, 136);
info.rank = dbc->getString(i, 141);
if (!info.name.empty()) {
spellData[spellId] = std::move(info);
}
}
dbcLoaded = true;
LOG_INFO("Spellbook: Loaded ", spellNames.size(), " spell names from Spell.dbc");
LOG_INFO("Spellbook: Loaded ", spellData.size(), " spells from Spell.dbc");
}
std::string SpellbookScreen::getSpellName(uint32_t spellId) const {
auto it = spellNames.find(spellId);
if (it != spellNames.end()) {
return it->second;
void SpellbookScreen::loadSpellIconDBC(pipeline::AssetManager* assetManager) {
if (iconDbLoaded) return;
iconDbLoaded = true;
if (!assetManager || !assetManager->isInitialized()) return;
auto dbc = assetManager->loadDBC("SpellIcon.dbc");
if (!dbc || !dbc->isLoaded()) {
LOG_WARNING("Spellbook: Could not load SpellIcon.dbc");
return;
}
char buf[32];
snprintf(buf, sizeof(buf), "Spell #%u", spellId);
return buf;
for (uint32_t i = 0; i < dbc->getRecordCount(); i++) {
uint32_t id = dbc->getUInt32(i, 0);
std::string path = dbc->getString(i, 1);
if (!path.empty() && id > 0) {
spellIconPaths[id] = path;
}
}
LOG_INFO("Spellbook: Loaded ", spellIconPaths.size(), " spell icon paths");
}
void SpellbookScreen::categorizeSpells(const std::vector<uint32_t>& knownSpells) {
generalSpells.clear();
activeSpells.clear();
passiveSpells.clear();
for (uint32_t spellId : knownSpells) {
auto it = spellData.find(spellId);
if (it == spellData.end()) continue;
const SpellInfo* info = &it->second;
if (isGeneralSpell(spellId)) {
generalSpells.push_back(info);
} else if (info->isPassive()) {
passiveSpells.push_back(info);
} else {
activeSpells.push_back(info);
}
}
// Sort each tab alphabetically
auto byName = [](const SpellInfo* a, const SpellInfo* b) { return a->name < b->name; };
std::sort(generalSpells.begin(), generalSpells.end(), byName);
std::sort(activeSpells.begin(), activeSpells.end(), byName);
std::sort(passiveSpells.begin(), passiveSpells.end(), byName);
lastKnownSpellCount = knownSpells.size();
}
GLuint SpellbookScreen::getSpellIcon(uint32_t iconId, pipeline::AssetManager* assetManager) {
if (iconId == 0 || !assetManager) return 0;
auto cit = spellIconCache.find(iconId);
if (cit != spellIconCache.end()) return cit->second;
auto pit = spellIconPaths.find(iconId);
if (pit == spellIconPaths.end()) {
spellIconCache[iconId] = 0;
return 0;
}
std::string iconPath = pit->second + ".blp";
auto blpData = assetManager->readFile(iconPath);
if (blpData.empty()) {
spellIconCache[iconId] = 0;
return 0;
}
auto image = pipeline::BLPLoader::load(blpData);
if (!image.isValid()) {
spellIconCache[iconId] = 0;
return 0;
}
GLuint texId = 0;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image.data.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
spellIconCache[iconId] = texId;
return texId;
}
const SpellInfo* SpellbookScreen::getSpellInfo(uint32_t spellId) const {
auto it = spellData.find(spellId);
return (it != spellData.end()) ? &it->second : nullptr;
}
void SpellbookScreen::render(game::GameHandler& gameHandler, pipeline::AssetManager* assetManager) {
@ -69,17 +171,24 @@ void SpellbookScreen::render(game::GameHandler& gameHandler, pipeline::AssetMana
if (!open) return;
// Lazy-load Spell.dbc on first open
// Lazy-load DBC data on first open
if (!dbcLoadAttempted) {
loadSpellDBC(assetManager);
loadSpellIconDBC(assetManager);
}
// Rebuild categories if spell list changed
const auto& spells = gameHandler.getKnownSpells();
if (spells.size() != lastKnownSpellCount) {
categorizeSpells(spells);
}
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;
float bookW = 340.0f;
float bookH = std::min(500.0f, screenH - 120.0f);
float bookW = 360.0f;
float bookH = std::min(520.0f, screenH - 120.0f);
float bookX = screenW - bookW - 10.0f;
float bookY = 80.0f;
@ -88,82 +197,141 @@ void SpellbookScreen::render(game::GameHandler& gameHandler, pipeline::AssetMana
bool windowOpen = open;
if (ImGui::Begin("Spellbook", &windowOpen)) {
const auto& spells = gameHandler.getKnownSpells();
if (spells.empty()) {
ImGui::TextDisabled("No spells known.");
} else {
ImGui::Text("%zu spells known", spells.size());
ImGui::Separator();
// Tab bar
if (ImGui::BeginTabBar("SpellbookTabs")) {
auto renderTab = [&](const char* label, SpellTab tab, const std::vector<const SpellInfo*>& spellList) {
if (ImGui::BeginTabItem(label)) {
currentTab = tab;
// Action bar assignment mode indicator
if (assigningSlot >= 0) {
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f),
"Click a spell to assign to slot %d", assigningSlot + 1);
if (ImGui::SmallButton("Cancel")) {
assigningSlot = -1;
}
ImGui::Separator();
}
// Spell list
ImGui::BeginChild("SpellList", ImVec2(0, -60), true);
for (uint32_t spellId : spells) {
ImGui::PushID(static_cast<int>(spellId));
std::string name = getSpellName(spellId);
float cd = gameHandler.getSpellCooldown(spellId);
bool onCooldown = cd > 0.0f;
// Color based on state
if (onCooldown) {
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.5f, 0.5f, 0.5f, 1.0f));
}
// Spell entry - clickable
char label[256];
if (onCooldown) {
snprintf(label, sizeof(label), "%s (%.1fs)", name.c_str(), cd);
} else {
snprintf(label, sizeof(label), "%s", name.c_str());
}
if (ImGui::Selectable(label, false, ImGuiSelectableFlags_AllowDoubleClick)) {
// Action bar assignment mode indicator
if (assigningSlot >= 0) {
// Assign to action bar slot
gameHandler.setActionBarSlot(assigningSlot,
game::ActionBarSlot::SPELL, spellId);
assigningSlot = -1;
} else if (ImGui::IsMouseDoubleClicked(0)) {
// Double-click to cast
uint64_t target = gameHandler.hasTarget() ? gameHandler.getTargetGuid() : 0;
gameHandler.castSpell(spellId, target);
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f),
"Click a spell to assign to slot %d", assigningSlot + 1);
if (ImGui::SmallButton("Cancel")) {
assigningSlot = -1;
}
ImGui::Separator();
}
}
// Tooltip with spell ID
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::Text("%s", name.c_str());
ImGui::TextDisabled("Spell ID: %u", spellId);
if (!onCooldown) {
ImGui::TextDisabled("Double-click to cast");
ImGui::TextDisabled("Use action bar buttons below to assign");
if (spellList.empty()) {
ImGui::TextDisabled("No spells in this category.");
}
ImGui::EndTooltip();
// Spell list with icons
ImGui::BeginChild("SpellList", ImVec2(0, -60), true);
float iconSize = 32.0f;
bool isPassiveTab = (tab == SpellTab::PASSIVE);
for (const SpellInfo* info : spellList) {
ImGui::PushID(static_cast<int>(info->spellId));
float cd = gameHandler.getSpellCooldown(info->spellId);
bool onCooldown = cd > 0.0f;
// Dimmer for passive or cooldown spells
if (isPassiveTab || onCooldown) {
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.6f, 0.6f, 0.6f, 1.0f));
}
// Icon
GLuint iconTex = getSpellIcon(info->iconId, assetManager);
float startY = ImGui::GetCursorPosY();
if (iconTex) {
ImGui::Image((ImTextureID)(uintptr_t)iconTex,
ImVec2(iconSize, iconSize));
} else {
// Placeholder colored square
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(
pos, ImVec2(pos.x + iconSize, pos.y + iconSize),
IM_COL32(60, 60, 80, 255));
ImGui::Dummy(ImVec2(iconSize, iconSize));
}
ImGui::SameLine();
// Name and rank text
ImGui::BeginGroup();
ImGui::Text("%s", info->name.c_str());
if (!info->rank.empty()) {
ImGui::TextDisabled("%s", info->rank.c_str());
} else if (onCooldown) {
ImGui::TextDisabled("%.1fs cooldown", cd);
}
ImGui::EndGroup();
// Make the whole row clickable
ImVec2 rowMin = ImVec2(ImGui::GetWindowPos().x,
ImGui::GetWindowPos().y + startY - ImGui::GetScrollY());
ImVec2 rowMax = ImVec2(rowMin.x + ImGui::GetContentRegionAvail().x,
rowMin.y + std::max(iconSize, ImGui::GetCursorPosY() - startY));
if (ImGui::IsMouseHoveringRect(rowMin, rowMax) && ImGui::IsWindowHovered()) {
// Highlight
ImGui::GetWindowDrawList()->AddRectFilled(
rowMin, rowMax, IM_COL32(255, 255, 255, 20));
if (ImGui::IsMouseClicked(0)) {
if (assigningSlot >= 0 && !isPassiveTab) {
gameHandler.setActionBarSlot(assigningSlot,
game::ActionBarSlot::SPELL, info->spellId);
assigningSlot = -1;
}
}
if (ImGui::IsMouseDoubleClicked(0) && !isPassiveTab && !onCooldown) {
uint64_t target = gameHandler.hasTarget() ? gameHandler.getTargetGuid() : 0;
gameHandler.castSpell(info->spellId, target);
}
// Tooltip
ImGui::BeginTooltip();
ImGui::Text("%s", info->name.c_str());
if (!info->rank.empty()) {
ImGui::TextDisabled("%s", info->rank.c_str());
}
ImGui::TextDisabled("Spell ID: %u", info->spellId);
if (isPassiveTab) {
ImGui::TextDisabled("Passive");
} else {
if (!onCooldown) {
ImGui::TextDisabled("Double-click to cast");
}
ImGui::TextDisabled("Use buttons below to assign to action bar");
}
ImGui::EndTooltip();
}
if (isPassiveTab || onCooldown) {
ImGui::PopStyleColor();
}
ImGui::Spacing();
ImGui::PopID();
}
ImGui::EndChild();
ImGui::EndTabItem();
}
};
if (onCooldown) {
ImGui::PopStyleColor();
}
char generalLabel[32], activeLabel[32], passiveLabel[32];
snprintf(generalLabel, sizeof(generalLabel), "General (%zu)", generalSpells.size());
snprintf(activeLabel, sizeof(activeLabel), "Active (%zu)", activeSpells.size());
snprintf(passiveLabel, sizeof(passiveLabel), "Passive (%zu)", passiveSpells.size());
ImGui::PopID();
}
renderTab(generalLabel, SpellTab::GENERAL, generalSpells);
renderTab(activeLabel, SpellTab::ACTIVE, activeSpells);
renderTab(passiveLabel, SpellTab::PASSIVE, passiveSpells);
ImGui::EndChild();
ImGui::EndTabBar();
}
// Action bar quick-assign buttons
// Action bar quick-assign buttons (not for passive tab)
if (currentTab != SpellTab::PASSIVE) {
ImGui::Separator();
ImGui::Text("Assign to:");
ImGui::SameLine();

67
src/ui/talent_screen.cpp Normal file
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#include "ui/talent_screen.hpp"
#include "core/input.hpp"
#include "core/application.hpp"
namespace wowee { namespace ui {
void TalentScreen::render(game::GameHandler& gameHandler) {
// N key toggle (edge-triggered)
bool uiWantsKeyboard = ImGui::GetIO().WantCaptureKeyboard;
bool nDown = !uiWantsKeyboard && core::Input::getInstance().isKeyPressed(SDL_SCANCODE_N);
if (nDown && !nKeyWasDown) {
open = !open;
}
nKeyWasDown = nDown;
if (!open) 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;
float winW = 400.0f;
float winH = 450.0f;
float winX = (screenW - winW) * 0.5f;
float winY = (screenH - winH) * 0.5f;
ImGui::SetNextWindowPos(ImVec2(winX, winY), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(winW, winH), ImGuiCond_FirstUseEver);
bool windowOpen = open;
if (ImGui::Begin("Talents", &windowOpen)) {
// Placeholder tabs
if (ImGui::BeginTabBar("TalentTabs")) {
if (ImGui::BeginTabItem("Spec 1")) {
ImGui::Spacing();
ImGui::TextDisabled("Talents coming soon.");
ImGui::Spacing();
ImGui::TextDisabled("Talent trees will be implemented in a future update.");
uint32_t level = gameHandler.getPlayerLevel();
uint32_t talentPoints = (level >= 10) ? (level - 9) : 0;
ImGui::Spacing();
ImGui::Separator();
ImGui::Text("Level: %u", level);
ImGui::Text("Talent points available: %u", talentPoints);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Spec 2")) {
ImGui::TextDisabled("Talents coming soon.");
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Spec 3")) {
ImGui::TextDisabled("Talents coming soon.");
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
ImGui::End();
if (!windowOpen) {
open = false;
}
}
}} // namespace wowee::ui