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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
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include/rendering/world_map/view_state_machine.hpp
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include/rendering/world_map/view_state_machine.hpp
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// view_state_machine.hpp — Navigation state and transitions for the world map.
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// Extracted from WorldMap zoom/enter methods (Phase 6 of refactoring plan).
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// SRP — pure state machine, no rendering or input code.
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#pragma once
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#include "rendering/world_map/world_map_types.hpp"
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namespace wowee {
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namespace rendering {
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namespace world_map {
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/// Manages the current view level and transitions between views.
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class ViewStateMachine {
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public:
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ViewLevel currentLevel() const { return level_; }
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const TransitionState& transition() const { return transition_; }
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int continentIdx() const { return continentIdx_; }
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int currentZoneIdx() const { return currentIdx_; }
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bool cosmicEnabled() const { return cosmicEnabled_; }
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void setContinentIdx(int idx) { continentIdx_ = idx; }
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void setCurrentZoneIdx(int idx) { currentIdx_ = idx; }
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void setCosmicEnabled(bool enabled) { cosmicEnabled_ = enabled; }
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void setLevel(ViewLevel level) { level_ = level; }
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/// Result of a zoom/navigate operation.
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struct ZoomResult {
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bool changed = false;
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ViewLevel newLevel = ViewLevel::ZONE;
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int targetIdx = -1; // zone index to load/composite
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};
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/// Attempt to zoom in. hoveredZoneIdx is the zone under the cursor (-1 if none).
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/// playerZoneIdx is the zone the player is standing in (-1 if none).
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ZoomResult zoomIn(int hoveredZoneIdx, int playerZoneIdx);
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/// Attempt to zoom out one level.
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ZoomResult zoomOut();
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/// Navigate to world view. Returns the root/fallback continent index to composite.
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ZoomResult enterWorldView();
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/// Navigate to cosmic view.
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ZoomResult enterCosmicView();
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/// Navigate directly into a zone from continent view.
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ZoomResult enterZone(int zoneIdx);
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/// Advance transition animation. Returns true while animating.
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bool updateTransition(float deltaTime);
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private:
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void startTransition(ViewLevel from, ViewLevel to, float duration = 0.3f);
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ViewLevel level_ = ViewLevel::CONTINENT;
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TransitionState transition_;
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int continentIdx_ = -1;
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int currentIdx_ = -1;
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bool cosmicEnabled_ = true;
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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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