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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Fix minimap mute behavior and shallow-water swim trigger
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dddd2a71ca
commit
e778e21f6f
3 changed files with 121 additions and 29 deletions
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@ -223,6 +223,7 @@ void ActivitySoundManager::rebuildHardLandClipsForProfile(const std::string& rac
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bool ActivitySoundManager::playOneShot(const std::vector<Sample>& clips, float volume, float pitchLo, float pitchHi) {
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if (clips.empty()) return false;
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if (volumeScale <= 0.0001f || volume <= 0.0001f) return true; // Intentionally muted
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reapProcesses();
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if (oneShotPid != INVALID_PROCESS) return false;
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@ -236,7 +237,7 @@ bool ActivitySoundManager::playOneShot(const std::vector<Sample>& clips, float v
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std::uniform_real_distribution<float> pitchDist(pitchLo, pitchHi);
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float pitch = pitchDist(rng);
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volume *= volumeScale;
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if (volume < 0.1f) volume = 0.1f;
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if (volume <= 0.0001f) return true; // Intentionally muted
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if (volume > 1.2f) volume = 1.2f;
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std::string filter = "asetrate=44100*" + std::to_string(pitch) +
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",aresample=44100,volume=" + std::to_string(volume);
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@ -369,14 +369,42 @@ void CameraController::update(float deltaTime) {
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}
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if (!externalFollow_) {
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// Check for water at current position — simple submersion test.
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// If the player's feet are meaningfully below the water surface, swim.
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// Enter swim only when water is deep enough (waist-deep+),
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// not for shallow wading.
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std::optional<float> waterH;
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if (waterRenderer) {
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waterH = waterRenderer->getWaterHeightAt(targetPos.x, targetPos.y);
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}
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bool inWater = waterH && (targetPos.z < (*waterH - 0.3f));
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// Keep swimming through water-data gaps (chunk boundaries).
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constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
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constexpr float MIN_SWIM_WATER_DEPTH = 1.0f;
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bool inWater = false;
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if (waterH && targetPos.z < *waterH) {
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std::optional<uint16_t> waterType;
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if (waterRenderer) {
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waterType = waterRenderer->getWaterTypeAt(targetPos.x, targetPos.y);
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}
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bool isOcean = false;
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if (waterType && *waterType != 0) {
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isOcean = (((*waterType - 1) % 4) == 1);
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}
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bool depthAllowed = isOcean || ((*waterH - targetPos.z) <= MAX_SWIM_DEPTH_FROM_SURFACE);
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if (depthAllowed) {
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std::optional<float> terrainH;
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std::optional<float> wmoH;
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std::optional<float> m2H;
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if (terrainManager) terrainH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
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if (wmoRenderer) wmoH = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z + 2.0f);
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if (m2Renderer) m2H = m2Renderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z + 1.0f);
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auto floorH = selectHighestFloor(terrainH, wmoH, m2H);
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// Prefer measured depth from floor; if floor sample is missing,
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// fall back to feet-to-surface depth.
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float depthFromFeet = (*waterH - targetPos.z);
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inWater = (floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH)) ||
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(!floorH && (depthFromFeet >= MIN_SWIM_WATER_DEPTH));
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}
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}
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// Keep swimming through water-data gaps at chunk boundaries.
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if (!inWater && swimming && !waterH) {
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inWater = true;
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}
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@ -1122,7 +1150,7 @@ void CameraController::update(float deltaTime) {
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if (wmoRenderer) wmoH = wmoRenderer->getFloorHeight(newPos.x, newPos.y, feetZ + 2.0f);
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if (m2Renderer && !externalFollow_) m2H = m2Renderer->getFloorHeight(newPos.x, newPos.y, feetZ + 1.0f);
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auto floorH = selectHighestFloor(terrainH, wmoH, m2H);
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constexpr float MIN_SWIM_WATER_DEPTH = 1.8f;
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constexpr float MIN_SWIM_WATER_DEPTH = 1.0f;
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inWater = (floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH)) || (isOcean && !floorH);
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}
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}
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@ -220,7 +220,8 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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if (!volumeSettingsApplied_) {
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auto* renderer = core::Application::getInstance().getRenderer();
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if (renderer && renderer->getUiSoundManager()) {
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float masterScale = static_cast<float>(pendingMasterVolume) / 100.0f;
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float masterScale = soundMuted_ ? 0.0f : static_cast<float>(pendingMasterVolume) / 100.0f;
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audio::AudioEngine::instance().setMasterVolume(soundMuted_ ? 0.0f : masterScale);
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if (auto* music = renderer->getMusicManager()) {
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music->setVolume(static_cast<int>(pendingMusicVolume * masterScale));
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}
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@ -5690,7 +5691,8 @@ void GameScreen::renderSettingsWindow() {
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// Helper lambda to apply audio settings
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auto applyAudioSettings = [&]() {
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if (!renderer) return;
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float masterScale = static_cast<float>(pendingMasterVolume) / 100.0f;
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float masterScale = soundMuted_ ? 0.0f : static_cast<float>(pendingMasterVolume) / 100.0f;
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audio::AudioEngine::instance().setMasterVolume(soundMuted_ ? 0.0f : masterScale);
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if (auto* music = renderer->getMusicManager()) {
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music->setVolume(static_cast<int>(pendingMusicVolume * masterScale));
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}
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@ -6193,33 +6195,94 @@ void GameScreen::renderMinimapMarkers(game::GameHandler& gameHandler) {
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IM_COL32(0, 0, 0, 255), marker);
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}
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// Add zoom + mute buttons at the bottom edge of the minimap
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ImGui::SetNextWindowPos(ImVec2(centerX - 45, centerY + mapRadius - 30), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(90, 24), ImGuiCond_Always);
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auto applyMuteState = [&]() {
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auto* activeRenderer = core::Application::getInstance().getRenderer();
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float masterScale = soundMuted_ ? 0.0f : static_cast<float>(pendingMasterVolume) / 100.0f;
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audio::AudioEngine::instance().setMasterVolume(masterScale);
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if (!activeRenderer) return;
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if (auto* music = activeRenderer->getMusicManager()) {
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music->setVolume(static_cast<int>(pendingMusicVolume * masterScale));
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}
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if (auto* ambient = activeRenderer->getAmbientSoundManager()) {
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ambient->setVolumeScale(pendingAmbientVolume / 100.0f * masterScale);
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}
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if (auto* ui = activeRenderer->getUiSoundManager()) {
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ui->setVolumeScale(pendingUiVolume / 100.0f * masterScale);
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}
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if (auto* combat = activeRenderer->getCombatSoundManager()) {
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combat->setVolumeScale(pendingCombatVolume / 100.0f * masterScale);
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}
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if (auto* spell = activeRenderer->getSpellSoundManager()) {
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spell->setVolumeScale(pendingSpellVolume / 100.0f * masterScale);
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}
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if (auto* movement = activeRenderer->getMovementSoundManager()) {
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movement->setVolumeScale(pendingMovementVolume / 100.0f * masterScale);
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}
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if (auto* footstep = activeRenderer->getFootstepManager()) {
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footstep->setVolumeScale(pendingFootstepVolume / 100.0f * masterScale);
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}
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if (auto* npcVoice = activeRenderer->getNpcVoiceManager()) {
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npcVoice->setVolumeScale(pendingNpcVoiceVolume / 100.0f * masterScale);
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}
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if (auto* mount = activeRenderer->getMountSoundManager()) {
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mount->setVolumeScale(pendingMountVolume / 100.0f * masterScale);
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}
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if (auto* activity = activeRenderer->getActivitySoundManager()) {
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activity->setVolumeScale(pendingActivityVolume / 100.0f * masterScale);
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}
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};
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// Speaker mute button at the minimap top-right corner
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ImGui::SetNextWindowPos(ImVec2(centerX + mapRadius - 26.0f, centerY - mapRadius + 4.0f), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(22.0f, 22.0f), ImGuiCond_Always);
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ImGuiWindowFlags muteFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
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ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar |
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ImGuiWindowFlags_NoBackground;
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if (ImGui::Begin("##MinimapMute", nullptr, muteFlags)) {
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ImDrawList* draw = ImGui::GetWindowDrawList();
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ImVec2 p = ImGui::GetCursorScreenPos();
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ImVec2 size(20.0f, 20.0f);
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if (ImGui::InvisibleButton("##MinimapMuteButton", size)) {
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soundMuted_ = !soundMuted_;
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if (soundMuted_) {
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preMuteVolume_ = audio::AudioEngine::instance().getMasterVolume();
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}
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applyMuteState();
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saveSettings();
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}
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bool hovered = ImGui::IsItemHovered();
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ImU32 bg = soundMuted_ ? IM_COL32(135, 42, 42, 230) : IM_COL32(38, 38, 38, 210);
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if (hovered) bg = soundMuted_ ? IM_COL32(160, 58, 58, 230) : IM_COL32(65, 65, 65, 220);
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ImU32 fg = IM_COL32(255, 255, 255, 245);
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draw->AddRectFilled(p, ImVec2(p.x + size.x, p.y + size.y), bg, 4.0f);
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draw->AddRect(ImVec2(p.x + 0.5f, p.y + 0.5f), ImVec2(p.x + size.x - 0.5f, p.y + size.y - 0.5f),
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IM_COL32(255, 255, 255, 42), 4.0f);
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draw->AddRectFilled(ImVec2(p.x + 4.0f, p.y + 8.0f), ImVec2(p.x + 7.0f, p.y + 12.0f), fg, 1.0f);
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draw->AddTriangleFilled(ImVec2(p.x + 7.0f, p.y + 7.0f),
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ImVec2(p.x + 7.0f, p.y + 13.0f),
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ImVec2(p.x + 11.8f, p.y + 10.0f), fg);
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if (soundMuted_) {
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draw->AddLine(ImVec2(p.x + 13.5f, p.y + 6.2f), ImVec2(p.x + 17.2f, p.y + 13.8f), fg, 1.8f);
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draw->AddLine(ImVec2(p.x + 17.2f, p.y + 6.2f), ImVec2(p.x + 13.5f, p.y + 13.8f), fg, 1.8f);
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} else {
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draw->PathArcTo(ImVec2(p.x + 11.8f, p.y + 10.0f), 3.6f, -0.7f, 0.7f, 12);
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draw->PathStroke(fg, 0, 1.4f);
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draw->PathArcTo(ImVec2(p.x + 11.8f, p.y + 10.0f), 5.5f, -0.7f, 0.7f, 12);
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draw->PathStroke(fg, 0, 1.2f);
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}
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if (hovered) ImGui::SetTooltip(soundMuted_ ? "Unmute" : "Mute");
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}
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ImGui::End();
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// Zoom buttons at the bottom edge of the minimap
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ImGui::SetNextWindowPos(ImVec2(centerX - 22, centerY + mapRadius - 30), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(44, 24), ImGuiCond_Always);
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ImGuiWindowFlags zoomFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
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ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar |
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ImGuiWindowFlags_NoBackground;
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if (ImGui::Begin("##MinimapZoom", nullptr, zoomFlags)) {
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));
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// Mute toggle button: red tint when muted
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if (soundMuted_) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.7f, 0.15f, 0.15f, 0.9f));
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if (ImGui::SmallButton(soundMuted_ ? "[M]" : " M ")) {
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soundMuted_ = !soundMuted_;
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auto& engine = audio::AudioEngine::instance();
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if (soundMuted_) {
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preMuteVolume_ = engine.getMasterVolume();
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engine.setMasterVolume(0.0f);
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} else {
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engine.setMasterVolume(preMuteVolume_);
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}
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saveSettings();
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}
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if (soundMuted_) ImGui::PopStyleColor();
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if (ImGui::IsItemHovered()) ImGui::SetTooltip(soundMuted_ ? "Unmute" : "Mute");
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ImGui::SameLine();
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if (ImGui::SmallButton("-")) {
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if (minimap) minimap->zoomOut();
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}
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