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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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@ -71,6 +71,8 @@ const char* WorldLoader::mapDisplayName(uint32_t mapId) {
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switch (mapId) {
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case 0: return "Eastern Kingdoms";
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case 1: return "Kalimdor";
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case 13: return "Test";
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case 169: return "Emerald Dream";
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case 530: return "Outland";
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case 571: return "Northrend";
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default: return nullptr;
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@ -170,6 +172,15 @@ const char* WorldLoader::mapIdToName(uint32_t mapId) {
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}
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}
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int WorldLoader::mapNameToId(const std::string& name) {
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// Reverse lookup: iterate known continent IDs and match against mapIdToName.
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static constexpr uint32_t kContinentIds[] = {0, 1, 530, 571};
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for (uint32_t id : kContinentIds) {
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if (name == mapIdToName(id)) return static_cast<int>(id);
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}
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return -1;
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}
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void WorldLoader::processPendingEntry() {
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if (!pendingWorldEntry_ || loadingWorld_) return;
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auto entry = *pendingWorldEntry_;
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