refactor: replace 20 more kTooltipGold inline literals across UI files

Replace remaining ImVec4(1.0f, 0.82f, 0.0f, 1.0f) gold color literals
in game_screen.cpp (19) and talent_screen.cpp (1) with the shared
colors::kTooltipGold constant. Zero inline gold literals remain.
This commit is contained in:
Kelsi 2026-03-25 19:30:23 -07:00
parent 7015e09f90
commit eb40478b5e
2 changed files with 20 additions and 20 deletions

View file

@ -1390,9 +1390,9 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
}
// Unique / Unique-Equipped
if (info->maxCount == 1)
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Unique");
ImGui::TextColored(ui::colors::kTooltipGold, "Unique");
else if (info->itemFlags & kFlagUniqueEquipped)
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Unique-Equipped");
ImGui::TextColored(ui::colors::kTooltipGold, "Unique-Equipped");
// Slot type
if (info->inventoryType > 0) {
@ -1599,10 +1599,10 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
}
}
if (total > 0)
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f),
ImGui::TextColored(ui::colors::kTooltipGold,
"%s (%d/%d)", se.name.empty() ? "Set" : se.name.c_str(), equipped, total);
else if (!se.name.empty())
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "%s", se.name.c_str());
ImGui::TextColored(ui::colors::kTooltipGold, "%s", se.name.c_str());
for (int i = 0; i < 10; ++i) {
if (se.spellIds[i] == 0 || se.thresholds[i] == 0) continue;
const std::string& bname = gameHandler.getSpellName(se.spellIds[i]);
@ -1614,7 +1614,7 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
ImGui::TextColored(col, "(%u) Set Bonus", se.thresholds[i]);
}
} else {
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Set (id %u)", info->itemSetId);
ImGui::TextColored(ui::colors::kTooltipGold, "Set (id %u)", info->itemSetId);
}
}
// Item spell effects (Use / Equip / Chance on Hit / Teaches)
@ -14712,7 +14712,7 @@ void GameScreen::renderGuildRoster(game::GameHandler& gameHandler) {
// Guild name (large, gold)
ImGui::PushFont(nullptr); // default font
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "<%s>", gameHandler.getGuildName().c_str());
ImGui::TextColored(ui::colors::kTooltipGold, "<%s>", gameHandler.getGuildName().c_str());
ImGui::PopFont();
ImGui::Separator();
@ -14773,7 +14773,7 @@ void GameScreen::renderGuildRoster(game::GameHandler& gameHandler) {
// Rank list
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Ranks:");
ImGui::TextColored(ui::colors::kTooltipGold, "Ranks:");
for (size_t i = 0; i < rankNames.size(); ++i) {
if (rankNames[i].empty()) continue;
// Show rank permission summary from roster data
@ -16104,7 +16104,7 @@ void GameScreen::renderQuestDetailsWindow(game::GameHandler& gameHandler) {
if (!quest.objectives.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Objectives:");
ImGui::TextColored(ui::colors::kTooltipGold, "Objectives:");
std::string processedObjectives = replaceGenderPlaceholders(quest.objectives, gameHandler);
ImGui::TextWrapped("%s", processedObjectives.c_str());
}
@ -16152,7 +16152,7 @@ void GameScreen::renderQuestDetailsWindow(game::GameHandler& gameHandler) {
if (!quest.rewardChoiceItems.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Choose one reward:");
ImGui::TextColored(ui::colors::kTooltipGold, "Choose one reward:");
for (const auto& ri : quest.rewardChoiceItems) {
renderQuestRewardItem(ri);
}
@ -16162,7 +16162,7 @@ void GameScreen::renderQuestDetailsWindow(game::GameHandler& gameHandler) {
if (!quest.rewardItems.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "You will receive:");
ImGui::TextColored(ui::colors::kTooltipGold, "You will receive:");
for (const auto& ri : quest.rewardItems) {
renderQuestRewardItem(ri);
}
@ -16172,7 +16172,7 @@ void GameScreen::renderQuestDetailsWindow(game::GameHandler& gameHandler) {
if (quest.rewardXp > 0 || quest.rewardMoney > 0) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Rewards:");
ImGui::TextColored(ui::colors::kTooltipGold, "Rewards:");
if (quest.rewardXp > 0) {
ImGui::Text(" %u experience", quest.rewardXp);
}
@ -16251,7 +16251,7 @@ void GameScreen::renderQuestRequestItemsWindow(game::GameHandler& gameHandler) {
if (!quest.requiredItems.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Required Items:");
ImGui::TextColored(ui::colors::kTooltipGold, "Required Items:");
for (const auto& item : quest.requiredItems) {
uint32_t have = countItemInInventory(item.itemId);
bool enough = have >= item.count;
@ -16381,7 +16381,7 @@ void GameScreen::renderQuestOfferRewardWindow(game::GameHandler& gameHandler) {
if (!quest.choiceRewards.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Choose a reward:");
ImGui::TextColored(ui::colors::kTooltipGold, "Choose a reward:");
for (size_t i = 0; i < quest.choiceRewards.size(); ++i) {
const auto& item = quest.choiceRewards[i];
@ -16427,7 +16427,7 @@ void GameScreen::renderQuestOfferRewardWindow(game::GameHandler& gameHandler) {
if (!quest.fixedRewards.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "You will also receive:");
ImGui::TextColored(ui::colors::kTooltipGold, "You will also receive:");
for (const auto& item : quest.fixedRewards) {
auto* info = gameHandler.getItemInfo(item.itemId);
auto [iconTex, qualityColor] = resolveRewardItemVis(item);
@ -16461,7 +16461,7 @@ void GameScreen::renderQuestOfferRewardWindow(game::GameHandler& gameHandler) {
if (quest.rewardXp > 0 || quest.rewardMoney > 0) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Rewards:");
ImGui::TextColored(ui::colors::kTooltipGold, "Rewards:");
if (quest.rewardXp > 0)
ImGui::Text(" %u experience", quest.rewardXp);
if (quest.rewardMoney > 0) {
@ -16657,7 +16657,7 @@ void GameScreen::renderVendorWindow(game::GameHandler& gameHandler) {
const auto& buyback = gameHandler.getBuybackItems();
if (!buyback.empty()) {
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Buy Back");
ImGui::TextColored(ui::colors::kTooltipGold, "Buy Back");
if (ImGui::BeginTable("BuybackTable", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("##icon", ImGuiTableColumnFlags_WidthFixed, 22.0f);
ImGui::TableSetupColumn("Item", ImGuiTableColumnFlags_WidthStretch);
@ -20314,7 +20314,7 @@ void GameScreen::renderMinimapMarkers(game::GameHandler& gameHandler) {
}
if (ImGui::BeginPopup("##minimapContextMenu")) {
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Minimap");
ImGui::TextColored(ui::colors::kTooltipGold, "Minimap");
ImGui::Separator();
// Zoom controls
@ -24933,7 +24933,7 @@ void GameScreen::renderThreatWindow(game::GameHandler& gameHandler) {
// Colour: gold for #1 (tank), red if player is highest, white otherwise
ImVec4 col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
if (rank == 1) col = ImVec4(1.0f, 0.82f, 0.0f, 1.0f); // gold
if (rank == 1) col = ui::colors::kTooltipGold; // gold
if (isPlayer && rank == 1) col = kColorRed; // red — you have aggro
// Threat bar
@ -25252,7 +25252,7 @@ void GameScreen::renderInspectWindow(game::GameHandler& gameHandler) {
{
auto ent = gameHandler.getEntityManager().getEntity(result->guid);
uint8_t cid = entityClassId(ent.get());
ImVec4 nameColor = (cid != 0) ? classColorVec4(cid) : ImVec4(1.0f, 0.82f, 0.0f, 1.0f);
ImVec4 nameColor = (cid != 0) ? classColorVec4(cid) : ui::colors::kTooltipGold;
ImGui::PushStyleColor(ImGuiCol_Text, nameColor);
ImGui::Text("%s", result->playerName.c_str());
ImGui::PopStyleColor();