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synced 2026-03-28 09:33:52 +00:00
refactor: add kCastGreen/kQueueGreen constants, remove dead code
Add kCastGreen (interruptible cast bar, 5 uses) and kQueueGreen (queue status / talent met, 7 uses across game_screen + talent_screen). Remove commented-out renderQuestMarkers call (replaced by 3D billboards).
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3 changed files with 16 additions and 13 deletions
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@ -42,6 +42,10 @@ namespace colors {
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constexpr ImVec4 kLowHealthRed = {0.8f, 0.2f, 0.2f, 1.0f};
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constexpr ImVec4 kDangerRed = {0.7f, 0.2f, 0.2f, 1.0f};
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// Cast bar / status colors
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constexpr ImVec4 kCastGreen = {0.2f, 0.75f, 0.2f, 1.0f};
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constexpr ImVec4 kQueueGreen = {0.3f, 0.9f, 0.3f, 1.0f};
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// Button styling colors (accept/decline patterns)
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constexpr ImVec4 kBtnGreen = {0.15f, 0.5f, 0.15f, 1.0f};
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constexpr ImVec4 kBtnGreenHover = {0.2f, 0.7f, 0.2f, 1.0f}; // == kFriendlyGreen
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@ -723,7 +723,6 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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renderBookWindow(gameHandler);
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renderThreatWindow(gameHandler);
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renderBgScoreboard(gameHandler);
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// renderQuestMarkers(gameHandler); // Disabled - using 3D billboard markers now
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if (showMinimap_) {
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renderMinimapMarkers(gameHandler);
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}
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@ -4533,7 +4532,7 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
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else
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castBarColor = ImVec4(1.0f * pulse, 0.1f * pulse, 0.1f * pulse, 1.0f); // red pulse
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} else {
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castBarColor = interruptible ? ImVec4(0.2f, 0.75f, 0.2f, 1.0f) // green = can interrupt
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castBarColor = interruptible ? colors::kCastGreen // green = can interrupt
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: ImVec4(0.85f, 0.15f, 0.15f, 1.0f); // red = uninterruptible
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}
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ImGui::PushStyleColor(ImGuiCol_PlotHistogram, castBarColor);
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@ -4600,7 +4599,7 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
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uint32_t totMaxHp = totUnit->getMaxHealth();
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float totPct = static_cast<float>(totHp) / static_cast<float>(totMaxHp);
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ImVec4 totBarColor =
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totPct > 0.5f ? ImVec4(0.2f, 0.75f, 0.2f, 1.0f) :
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totPct > 0.5f ? colors::kCastGreen :
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totPct > 0.2f ? ImVec4(0.75f, 0.75f, 0.2f, 1.0f) :
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ImVec4(0.75f, 0.2f, 0.2f, 1.0f);
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ImGui::PushStyleColor(ImGuiCol_PlotHistogram, totBarColor);
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@ -4906,7 +4905,7 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
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: ImVec4(1.0f * pulse, 0.1f * pulse, 0.1f * pulse, 1.0f);
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} else {
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tcColor = totCs->interruptible
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? ImVec4(0.2f, 0.75f, 0.2f, 1.0f)
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? colors::kCastGreen
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: ImVec4(0.85f, 0.15f, 0.15f, 1.0f);
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}
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ImGui::PushStyleColor(ImGuiCol_PlotHistogram, tcColor);
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@ -5538,7 +5537,7 @@ void GameScreen::renderFocusFrame(game::GameHandler& gameHandler) {
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float fofPct = static_cast<float>(fofUnit->getHealth()) /
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static_cast<float>(fofUnit->getMaxHealth());
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ImVec4 fofBarColor =
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fofPct > 0.5f ? ImVec4(0.2f, 0.75f, 0.2f, 1.0f) :
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fofPct > 0.5f ? colors::kCastGreen :
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fofPct > 0.2f ? ImVec4(0.75f, 0.75f, 0.2f, 1.0f) :
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ImVec4(0.75f, 0.2f, 0.2f, 1.0f);
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ImGui::PushStyleColor(ImGuiCol_PlotHistogram, fofBarColor);
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@ -13289,7 +13288,7 @@ void GameScreen::renderBossFrames(game::GameHandler& gameHandler) {
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: ImVec4(1.0f * pulse, 0.1f * pulse, 0.1f * pulse, 1.0f);
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} else {
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bcastColor = cs->interruptible
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? ImVec4(0.2f, 0.75f, 0.2f, 1.0f)
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? colors::kCastGreen
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: ImVec4(0.9f, 0.15f, 0.15f, 1.0f);
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}
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ImGui::PushStyleColor(ImGuiCol_PlotHistogram, bcastColor);
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@ -16956,7 +16955,7 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
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const char* statusLabel;
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// WotLK trainer states: 0=available, 1=unavailable, 2=known
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if (effectiveState == 2 || alreadyKnown) {
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color = ImVec4(0.3f, 0.9f, 0.3f, 1.0f);
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color = colors::kQueueGreen;
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statusLabel = "Known";
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} else if (effectiveState == 0) {
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color = ui::colors::kWhite;
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@ -17018,7 +17017,7 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
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if (node == 0) return;
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bool met = isKnown(node);
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const std::string& pname = gameHandler.getSpellName(node);
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ImVec4 pcolor = met ? ImVec4(0.3f, 0.9f, 0.3f, 1.0f) : kColorRed;
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ImVec4 pcolor = met ? colors::kQueueGreen : kColorRed;
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if (!pname.empty())
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ImGui::TextColored(pcolor, "Requires: %s%s", pname.c_str(), met ? " (known)" : "");
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else
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@ -23607,10 +23606,10 @@ void GameScreen::renderDungeonFinderWindow(game::GameHandler& gameHandler) {
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int qSec = static_cast<int>((qMs % 60000) / 1000);
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std::string dName = gameHandler.getCurrentLfgDungeonName();
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if (!dName.empty())
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ImGui::TextColored(ImVec4(0.3f, 0.9f, 0.3f, 1.0f),
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ImGui::TextColored(colors::kQueueGreen,
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"Status: In queue for %s (%d:%02d)", dName.c_str(), qMin, qSec);
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else
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ImGui::TextColored(ImVec4(0.3f, 0.9f, 0.3f, 1.0f), "Status: In queue (%d:%02d)", qMin, qSec);
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ImGui::TextColored(colors::kQueueGreen, "Status: In queue (%d:%02d)", qMin, qSec);
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if (avgSec >= 0) {
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int aMin = avgSec / 60;
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int aSec = avgSec % 60;
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@ -522,8 +522,8 @@ void TalentScreen::renderTalent(game::GameHandler& gameHandler,
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// Rank display
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ImVec4 rankColor;
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switch (state) {
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case MAXED: rankColor = ImVec4(0.3f, 0.9f, 0.3f, 1); break;
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case PARTIAL: rankColor = ImVec4(0.3f, 0.9f, 0.3f, 1); break;
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case MAXED: rankColor = ui::colors::kQueueGreen; break;
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case PARTIAL: rankColor = ui::colors::kQueueGreen; break;
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default: rankColor = ImVec4(0.7f, 0.7f, 0.7f, 1); break;
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}
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ImGui::TextColored(rankColor, "Rank %u/%u", currentRank, talent.maxRank);
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@ -556,7 +556,7 @@ void TalentScreen::renderTalent(game::GameHandler& gameHandler,
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uint8_t prereqCurrentRank = gameHandler.getTalentRank(talent.prereqTalent[i]);
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bool met = prereqCurrentRank > talent.prereqRank[i]; // storage 1-indexed, DBC 0-indexed
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ImVec4 pColor = met ? ImVec4(0.3f, 0.9f, 0.3f, 1.0f) : ui::colors::kRed;
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ImVec4 pColor = met ? ui::colors::kQueueGreen : ui::colors::kRed;
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const std::string& prereqName = gameHandler.getSpellName(prereq->rankSpells[0]);
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ImGui::Spacing();
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