feat: add cast bar to target-of-target frame with pulsing interrupt warning

This commit is contained in:
Kelsi 2026-03-12 13:58:30 -07:00
parent f39ba56390
commit e2b2425230

View file

@ -3732,6 +3732,28 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
ImGui::PopStyleColor();
}
// ToT cast bar — orange-yellow, pulses when near completion
if (auto* totCs = gameHandler.getUnitCastState(totGuid)) {
float totCastPct = (totCs->timeTotal > 0.0f)
? (totCs->timeTotal - totCs->timeRemaining) / totCs->timeTotal : 0.0f;
ImVec4 tcColor;
if (totCastPct > 0.8f) {
float pulse = 0.7f + 0.3f * std::sin(static_cast<float>(ImGui::GetTime()) * 8.0f);
tcColor = ImVec4(1.0f * pulse, 0.5f * pulse, 0.0f, 1.0f);
} else {
tcColor = ImVec4(0.8f, 0.5f, 0.1f, 1.0f);
}
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, tcColor);
char tcLabel[48];
const std::string& tcName = gameHandler.getSpellName(totCs->spellId);
if (!tcName.empty())
snprintf(tcLabel, sizeof(tcLabel), "%s (%.1fs)", tcName.c_str(), totCs->timeRemaining);
else
snprintf(tcLabel, sizeof(tcLabel), "Casting... (%.1fs)", totCs->timeRemaining);
ImGui::ProgressBar(totCastPct, ImVec2(-1, 8), tcLabel);
ImGui::PopStyleColor();
}
// ToT aura row — compact icons, debuffs first
{
const std::vector<game::AuraSlot>* totAuras = nullptr;