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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
57
src/rendering/world_map/input_handler.cpp
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src/rendering/world_map/input_handler.cpp
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// input_handler.cpp — Input processing for the world map.
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// Extracted from WorldMap::render (Phase 9 of refactoring plan).
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#include "rendering/world_map/input_handler.hpp"
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#include "core/input.hpp"
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#include <imgui.h>
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#include <cmath>
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namespace wowee {
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namespace rendering {
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namespace world_map {
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InputResult InputHandler::process(ViewLevel currentLevel,
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int hoveredZoneIdx,
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bool cosmicEnabled) {
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InputResult result;
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auto& input = core::Input::getInstance();
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// ESC closes the map
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if (input.isKeyJustPressed(SDL_SCANCODE_ESCAPE)) {
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result.action = InputAction::CLOSE;
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return result;
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}
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// Scroll wheel zoom
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auto& io = ImGui::GetIO();
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float wheelDelta = io.MouseWheel;
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if (std::abs(wheelDelta) < 0.001f)
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wheelDelta = input.getMouseWheelDelta();
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if (wheelDelta > 0.0f) {
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result.action = InputAction::ZOOM_IN;
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return result;
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} else if (wheelDelta < 0.0f) {
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result.action = InputAction::ZOOM_OUT;
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return result;
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}
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// Continent view: left-click on hovered zone (from previous frame)
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if (currentLevel == ViewLevel::CONTINENT && hoveredZoneIdx >= 0 &&
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input.isMouseButtonJustPressed(1)) {
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result.action = InputAction::CLICK_ZONE;
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result.targetIdx = hoveredZoneIdx;
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return result;
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}
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// Right-click to go back (zone → continent; continent → world)
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if (io.MouseClicked[1]) {
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result.action = InputAction::RIGHT_CLICK_BACK;
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return result;
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}
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return result;
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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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