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refactor: decompose world map into modular component architecture
Break the monolithic 1360-line world_map.cpp into 16 focused modules under src/rendering/world_map/: Architecture: - world_map_facade: public API composing all components (PIMPL) - world_map_types: Vulkan-free domain types (Zone, ViewLevel, etc.) - data_repository: DBC zone loading, ZMP pixel map, POI/overlay storage - coordinate_projection: UV projection, zone/continent lookups - composite_renderer: Vulkan tile pipeline + off-screen compositing - exploration_state: server mask + local exploration tracking - view_state_machine: COSMIC→WORLD→CONTINENT→ZONE navigation - input_handler: keyboard/mouse input → InputAction mapping - overlay_renderer: layer-based ImGui overlay system (OCP) - map_resolver: cross-map navigation (Outland, Northrend, etc.) - zone_metadata: level ranges and faction data Overlay layers (each an IOverlayLayer): - player_marker, party_dot, taxi_node, poi_marker, quest_poi, corpse_marker, zone_highlight, coordinate_display, subzone_tooltip Fixes: - Player marker no longer bleeds across continents (only shown when player is in a zone belonging to the displayed continent) - Zone hover uses DBC-projected AABB rectangles (restored from original working behavior) - Exploration overlay rendering for zone view subzones Tests: - 6 new test files covering coordinate projection, exploration state, map resolver, view state machine, zone metadata, and integration Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
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55 changed files with 6335 additions and 1542 deletions
16
include/rendering/world_map/layers/coordinate_display.hpp
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16
include/rendering/world_map/layers/coordinate_display.hpp
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// coordinate_display.hpp — WoW coordinates under cursor on the world map.
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#pragma once
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#include "rendering/world_map/overlay_renderer.hpp"
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namespace wowee {
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namespace rendering {
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namespace world_map {
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class CoordinateDisplay : public IOverlayLayer {
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public:
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void render(const LayerContext& ctx) override;
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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24
include/rendering/world_map/layers/corpse_marker_layer.hpp
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24
include/rendering/world_map/layers/corpse_marker_layer.hpp
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// corpse_marker_layer.hpp — Death corpse X marker on the world map.
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#pragma once
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#include "rendering/world_map/overlay_renderer.hpp"
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#include <glm/glm.hpp>
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namespace wowee {
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namespace rendering {
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namespace world_map {
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class CorpseMarkerLayer : public IOverlayLayer {
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public:
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void setCorpse(bool hasCorpse, glm::vec3 renderPos) {
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hasCorpse_ = hasCorpse;
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corpseRenderPos_ = renderPos;
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}
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void render(const LayerContext& ctx) override;
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private:
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bool hasCorpse_ = false;
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glm::vec3 corpseRenderPos_ = {};
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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21
include/rendering/world_map/layers/party_dot_layer.hpp
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21
include/rendering/world_map/layers/party_dot_layer.hpp
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// party_dot_layer.hpp — Party member position dots on the world map.
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#pragma once
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#include "rendering/world_map/overlay_renderer.hpp"
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#include "rendering/world_map/world_map_types.hpp"
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#include <vector>
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namespace wowee {
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namespace rendering {
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namespace world_map {
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class PartyDotLayer : public IOverlayLayer {
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public:
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void setDots(const std::vector<PartyDot>& dots) { dots_ = &dots; }
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void render(const LayerContext& ctx) override;
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private:
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const std::vector<PartyDot>* dots_ = nullptr;
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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16
include/rendering/world_map/layers/player_marker_layer.hpp
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16
include/rendering/world_map/layers/player_marker_layer.hpp
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// player_marker_layer.hpp — Directional player arrow on the world map.
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#pragma once
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#include "rendering/world_map/overlay_renderer.hpp"
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namespace wowee {
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namespace rendering {
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namespace world_map {
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class PlayerMarkerLayer : public IOverlayLayer {
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public:
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void render(const LayerContext& ctx) override;
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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21
include/rendering/world_map/layers/poi_marker_layer.hpp
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21
include/rendering/world_map/layers/poi_marker_layer.hpp
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// poi_marker_layer.hpp — Town/dungeon/capital POI icons on the world map.
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#pragma once
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#include "rendering/world_map/overlay_renderer.hpp"
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#include "rendering/world_map/world_map_types.hpp"
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#include <vector>
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namespace wowee {
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namespace rendering {
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namespace world_map {
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class POIMarkerLayer : public IOverlayLayer {
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public:
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void setMarkers(const std::vector<POI>& markers) { markers_ = &markers; }
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void render(const LayerContext& ctx) override;
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private:
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const std::vector<POI>* markers_ = nullptr;
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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21
include/rendering/world_map/layers/quest_poi_layer.hpp
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include/rendering/world_map/layers/quest_poi_layer.hpp
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// quest_poi_layer.hpp — Quest objective markers on the world map.
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#pragma once
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#include "rendering/world_map/overlay_renderer.hpp"
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#include "rendering/world_map/world_map_types.hpp"
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#include <vector>
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namespace wowee {
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namespace rendering {
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namespace world_map {
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class QuestPOILayer : public IOverlayLayer {
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public:
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void setPois(const std::vector<QuestPOI>& pois) { pois_ = &pois; }
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void render(const LayerContext& ctx) override;
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private:
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const std::vector<QuestPOI>* pois_ = nullptr;
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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16
include/rendering/world_map/layers/subzone_tooltip_layer.hpp
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include/rendering/world_map/layers/subzone_tooltip_layer.hpp
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// subzone_tooltip_layer.hpp — Overlay area hover labels in zone view.
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#pragma once
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#include "rendering/world_map/overlay_renderer.hpp"
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namespace wowee {
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namespace rendering {
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namespace world_map {
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class SubzoneTooltipLayer : public IOverlayLayer {
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public:
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void render(const LayerContext& ctx) override;
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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21
include/rendering/world_map/layers/taxi_node_layer.hpp
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21
include/rendering/world_map/layers/taxi_node_layer.hpp
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// taxi_node_layer.hpp — Flight master diamond icons on the world map.
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#pragma once
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#include "rendering/world_map/overlay_renderer.hpp"
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#include "rendering/world_map/world_map_types.hpp"
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#include <vector>
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namespace wowee {
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namespace rendering {
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namespace world_map {
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class TaxiNodeLayer : public IOverlayLayer {
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public:
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void setNodes(const std::vector<TaxiNode>& nodes) { nodes_ = &nodes; }
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void render(const LayerContext& ctx) override;
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private:
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const std::vector<TaxiNode>* nodes_ = nullptr;
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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55
include/rendering/world_map/layers/zone_highlight_layer.hpp
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55
include/rendering/world_map/layers/zone_highlight_layer.hpp
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// zone_highlight_layer.hpp — Continent view zone rectangles + hover effects.
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#pragma once
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#include "rendering/world_map/overlay_renderer.hpp"
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#include "rendering/world_map/zone_metadata.hpp"
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#include "rendering/vk_texture.hpp"
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#include <vulkan/vulkan.h>
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#include <unordered_map>
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#include <memory>
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namespace wowee {
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namespace rendering {
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class VkContext;
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}
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namespace pipeline { class AssetManager; }
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namespace rendering {
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namespace world_map {
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class ZoneHighlightLayer : public IOverlayLayer {
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public:
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~ZoneHighlightLayer() override;
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void setMetadata(const ZoneMetadata* metadata) { metadata_ = metadata; }
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void initialize(VkContext* ctx, pipeline::AssetManager* am);
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void clearTextures();
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void render(const LayerContext& ctx) override;
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int hoveredZone() const { return hoveredZone_; }
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/// Get the ImGui texture ID for a highlight BLP, loading lazily.
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/// key is used as cache key; customPath overrides the default path if non-empty.
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ImTextureID getHighlightTexture(const std::string& key,
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const std::string& customPath = "");
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private:
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/// Load the highlight BLP and register it with ImGui.
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void ensureHighlight(const std::string& key, const std::string& customPath);
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const ZoneMetadata* metadata_ = nullptr;
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VkContext* vkCtx_ = nullptr;
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pipeline::AssetManager* assetManager_ = nullptr;
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struct HighlightEntry {
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std::unique_ptr<VkTexture> texture;
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VkDescriptorSet imguiDS = VK_NULL_HANDLE; // ImGui texture ID
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};
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std::unordered_map<std::string, HighlightEntry> highlights_;
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std::unordered_set<std::string> missingHighlights_; // areas with no highlight file
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int hoveredZone_ = -1;
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int prevHoveredZone_ = -1;
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float hoverHighlightAlpha_ = 0.0f;
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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