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feat: show guild names on player nameplates
Read PLAYER_GUILDID from entity update fields (UNIT_END + 3) and query guild names via CMSG_GUILD_QUERY. Cache results in guildNameCache_ so each guild ID is queried only once. Display <Guild Name> in grey below the player name on nameplates. Fix handleGuildQueryResponse to not overwrite the local player's guild data when querying other guilds.
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3 changed files with 76 additions and 11 deletions
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@ -11125,9 +11125,29 @@ void GameScreen::renderNameplates(game::GameHandler& gameHandler) {
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? IM_COL32(220, 80, 80, A(230)) // red — hostile NPC
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: IM_COL32(240, 200, 100, A(230)); // yellow — friendly NPC
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}
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// Guild name for player nameplates: shift name up to make room
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std::string guildTag;
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if (isPlayer) {
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uint32_t guildId = gameHandler.getEntityGuildId(guid);
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if (guildId != 0) {
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const std::string& gn = gameHandler.lookupGuildName(guildId);
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if (!gn.empty()) guildTag = "<" + gn + ">";
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}
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}
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if (!guildTag.empty()) nameY -= 10.0f; // shift name up for guild line
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drawList->AddText(ImVec2(nameX + 1.0f, nameY + 1.0f), IM_COL32(0, 0, 0, A(160)), labelBuf);
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drawList->AddText(ImVec2(nameX, nameY), nameColor, labelBuf);
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// Guild tag below the name (WoW-style <Guild Name> in lighter color)
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if (!guildTag.empty()) {
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ImVec2 guildSz = ImGui::CalcTextSize(guildTag.c_str());
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float guildX = sx - guildSz.x * 0.5f;
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float guildY = nameY + textSize.y + 1.0f;
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drawList->AddText(ImVec2(guildX + 1.0f, guildY + 1.0f), IM_COL32(0, 0, 0, A(120)), guildTag.c_str());
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drawList->AddText(ImVec2(guildX, guildY), IM_COL32(180, 180, 180, A(200)), guildTag.c_str());
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}
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// Group leader crown to the right of the name on player nameplates
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if (isPlayer && gameHandler.isInGroup() &&
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gameHandler.getPartyData().leaderGuid == guid) {
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