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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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75
include/rendering/world_map/map_resolver.hpp
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include/rendering/world_map/map_resolver.hpp
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// map_resolver.hpp — Centralized map navigation resolution for the world map.
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// Determines the correct action when clicking a region or zone at any view level.
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// All functions are stateless free functions — trivially testable.
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// Map folder names are resolved from a built-in table matching
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// Data/interface/worldmap/ rather than WorldLoader::mapIdToName.
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#pragma once
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#include "rendering/world_map/world_map_types.hpp"
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#include <string>
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#include <vector>
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#include <cstdint>
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namespace wowee {
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namespace rendering {
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namespace world_map {
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// ── Map folder lookup (replaces WorldLoader::mapIdToName for world map) ──
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/// Map ID → worldmap folder name (e.g. 0 → "Azeroth", 571 → "Northrend").
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/// Returns empty string if unknown.
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const char* mapIdToFolder(uint32_t mapId);
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/// Worldmap folder name → map ID (e.g. "Azeroth" → 0, "Northrend" → 571).
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/// Case-insensitive comparison. Returns -1 if unknown.
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int folderToMapId(const std::string& folder);
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/// Map ID → display name for UI (e.g. 0 → "Eastern Kingdoms", 571 → "Northrend").
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/// Returns nullptr if unknown.
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const char* mapDisplayName(uint32_t mapId);
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// ── Result types ─────────────────────────────────────────────
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enum class MapResolveAction {
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NONE, ///< No valid navigation target
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NAVIGATE_CONTINENT, ///< Switch to continent view within current map data
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LOAD_MAP, ///< Load a different map entirely (switchToMap)
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ENTER_ZONE, ///< Enter zone view within current continent
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};
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struct MapResolveResult {
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MapResolveAction action = MapResolveAction::NONE;
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int targetZoneIdx = -1; ///< Zone index for NAVIGATE_CONTINENT or ENTER_ZONE
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std::string targetMapName; ///< Map folder name for LOAD_MAP
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};
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// ── Resolve functions ────────────────────────────────────────
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/// Resolve WORLD view region click. Determines whether to navigate within
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/// the current map data (e.g. clicking EK when already on Azeroth) or load
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/// a new map (e.g. clicking Kalimdor or Northrend from Azeroth world view).
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MapResolveResult resolveWorldRegionClick(uint32_t regionMapId,
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const std::vector<Zone>& zones,
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int currentMapId,
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int cosmicIdx);
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/// Resolve CONTINENT view zone click. Determines whether the clicked zone
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/// can be entered directly (same map) or requires loading a different map
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/// (zone's displayMapID differs from current).
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MapResolveResult resolveZoneClick(int zoneIdx,
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const std::vector<Zone>& zones,
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int currentMapId);
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/// Resolve COSMIC view map click. Always returns LOAD_MAP for the target.
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MapResolveResult resolveCosmicClick(uint32_t targetMapId);
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/// Find the best continent zone index to display for a given mapId within
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/// the currently loaded zones. Prefers leaf continents over root continents.
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/// Returns -1 if no suitable continent is found.
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int findContinentForMapId(const std::vector<Zone>& zones,
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uint32_t mapId,
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int cosmicIdx);
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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