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feat: add quest indicator, classification badge, and subtitle to focus frame
Mirrors the target frame improvements: NPC focus targets now show quest giver ! / ? indicators, Elite/Rare/Boss/Rare Elite badges, and the creature subtitle (e.g. '<Grand Marshal of the Alliance>'). Keeps the focus and target frames in consistent feature parity.
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1 changed files with 36 additions and 0 deletions
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@ -4007,6 +4007,42 @@ void GameScreen::renderFocusFrame(game::GameHandler& gameHandler) {
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ImVec2(ImGui::CalcTextSize(focusName.c_str()).x, 0));
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ImGui::PopStyleColor(4);
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// Quest giver indicator and classification badge for NPC focus targets
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if (focus->getType() == game::ObjectType::UNIT) {
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auto focusUnit = std::static_pointer_cast<game::Unit>(focus);
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// Quest indicator: ! / ?
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{
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using QGS = game::QuestGiverStatus;
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QGS qgs = gameHandler.getQuestGiverStatus(focus->getGuid());
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if (qgs == QGS::AVAILABLE) {
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ImGui::SameLine(0, 4);
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ImGui::TextColored(ImVec4(1.0f, 0.85f, 0.0f, 1.0f), "!");
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} else if (qgs == QGS::AVAILABLE_LOW) {
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ImGui::SameLine(0, 4);
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "!");
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} else if (qgs == QGS::REWARD || qgs == QGS::REWARD_REP) {
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ImGui::SameLine(0, 4);
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ImGui::TextColored(ImVec4(1.0f, 0.85f, 0.0f, 1.0f), "?");
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} else if (qgs == QGS::INCOMPLETE) {
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ImGui::SameLine(0, 4);
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "?");
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}
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}
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// Classification badge
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int fRank = gameHandler.getCreatureRank(focusUnit->getEntry());
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if (fRank == 1) { ImGui::SameLine(0,4); ImGui::TextColored(ImVec4(1.0f,0.8f,0.2f,1.0f), "[Elite]"); }
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else if (fRank == 2) { ImGui::SameLine(0,4); ImGui::TextColored(ImVec4(0.8f,0.4f,1.0f,1.0f), "[Rare Elite]"); }
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else if (fRank == 3) { ImGui::SameLine(0,4); ImGui::TextColored(ImVec4(1.0f,0.3f,0.3f,1.0f), "[Boss]"); }
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else if (fRank == 4) { ImGui::SameLine(0,4); ImGui::TextColored(ImVec4(0.5f,0.9f,1.0f,1.0f), "[Rare]"); }
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// Creature subtitle
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const std::string fSub = gameHandler.getCachedCreatureSubName(focusUnit->getEntry());
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if (!fSub.empty())
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ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 0.9f), "<%s>", fSub.c_str());
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}
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if (ImGui::BeginPopupContextItem("##FocusNameCtx")) {
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const bool focusIsPlayer = (focus->getType() == game::ObjectType::PLAYER);
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const uint64_t fGuid = focus->getGuid();
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