feat: color-code quest tracker objectives green when complete

Completed kill/item objectives now display in green instead of gray,
giving an immediate visual cue about which objectives are done vs.
still in progress on the on-screen quest tracker.
This commit is contained in:
Kelsi 2026-03-12 04:42:48 -07:00
parent 271518ee08
commit fb6e7c7b57

View file

@ -5831,28 +5831,33 @@ void GameScreen::renderQuestObjectiveTracker(game::GameHandler& gameHandler) {
if (q.complete) {
ImGui::TextColored(ImVec4(0.5f, 1.0f, 0.5f, 1.0f), " (Complete)");
} else {
// Kill counts
// Kill counts — green when complete, gray when in progress
for (const auto& [entry, progress] : q.killCounts) {
bool objDone = (progress.first >= progress.second && progress.second > 0);
ImVec4 objColor = objDone ? ImVec4(0.4f, 1.0f, 0.4f, 1.0f)
: ImVec4(0.75f, 0.75f, 0.75f, 1.0f);
std::string name = gameHandler.getCachedCreatureName(entry);
if (name.empty()) {
// May be a game object objective; fall back to GO name cache.
const auto* goInfo = gameHandler.getCachedGameObjectInfo(entry);
if (goInfo && !goInfo->name.empty()) name = goInfo->name;
}
if (!name.empty()) {
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f),
ImGui::TextColored(objColor,
" %s: %u/%u", name.c_str(),
progress.first, progress.second);
} else {
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f),
ImGui::TextColored(objColor,
" %u/%u", progress.first, progress.second);
}
}
// Item counts
// Item counts — green when complete, gray when in progress
for (const auto& [itemId, count] : q.itemCounts) {
uint32_t required = 1;
auto reqIt = q.requiredItemCounts.find(itemId);
if (reqIt != q.requiredItemCounts.end()) required = reqIt->second;
bool objDone = (count >= required);
ImVec4 objColor = objDone ? ImVec4(0.4f, 1.0f, 0.4f, 1.0f)
: ImVec4(0.75f, 0.75f, 0.75f, 1.0f);
const auto* info = gameHandler.getItemInfo(itemId);
const char* itemName = (info && !info->name.empty()) ? info->name.c_str() : nullptr;
@ -5862,13 +5867,13 @@ void GameScreen::renderQuestObjectiveTracker(game::GameHandler& gameHandler) {
if (iconTex) {
ImGui::Image((ImTextureID)(uintptr_t)iconTex, ImVec2(12, 12));
ImGui::SameLine(0, 3);
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f),
ImGui::TextColored(objColor,
"%s: %u/%u", itemName ? itemName : "Item", count, required);
} else if (itemName) {
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f),
ImGui::TextColored(objColor,
" %s: %u/%u", itemName, count, required);
} else {
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f),
ImGui::TextColored(objColor,
" Item: %u/%u", count, required);
}
}