mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-06 09:03:52 +00:00
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>
This commit is contained in:
parent
db3f65a87e
commit
fff06fc932
55 changed files with 6335 additions and 1542 deletions
|
|
@ -11,6 +11,7 @@
|
|||
#include "ui/quest_log_screen.hpp"
|
||||
#include "ui/ui_colors.hpp"
|
||||
#include "core/application.hpp"
|
||||
#include "core/world_loader.hpp"
|
||||
#include "core/logger.hpp"
|
||||
#include "rendering/renderer.hpp"
|
||||
#include "rendering/vk_context.hpp"
|
||||
|
|
@ -611,13 +612,8 @@ void ActionBarPanel::renderActionBar(game::GameHandler& gameHandler,
|
|||
}
|
||||
// Fall back to continent name if zone unavailable
|
||||
if (homeLocation.empty()) {
|
||||
switch (mapId) {
|
||||
case 0: homeLocation = "Eastern Kingdoms"; break;
|
||||
case 1: homeLocation = "Kalimdor"; break;
|
||||
case 530: homeLocation = "Outland"; break;
|
||||
case 571: homeLocation = "Northrend"; break;
|
||||
default: homeLocation = "Unknown"; break;
|
||||
}
|
||||
const char* dn = core::WorldLoader::mapDisplayName(mapId);
|
||||
homeLocation = dn ? dn : "Unknown";
|
||||
}
|
||||
ImGui::TextColored(ImVec4(0.8f, 0.9f, 1.0f, 1.0f),
|
||||
"Home: %s", homeLocation.c_str());
|
||||
|
|
|
|||
|
|
@ -3,6 +3,7 @@
|
|||
#include "ui/keybinding_manager.hpp"
|
||||
#include "game/game_handler.hpp"
|
||||
#include "core/application.hpp"
|
||||
#include "core/world_loader.hpp"
|
||||
#include "rendering/vk_context.hpp"
|
||||
#include "core/input.hpp"
|
||||
#include "rendering/character_preview.hpp"
|
||||
|
|
@ -2632,15 +2633,8 @@ void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::I
|
|||
homeLocation = gameHandler_->getWhoAreaName(zoneId);
|
||||
// Fall back to continent name if zone unavailable
|
||||
if (homeLocation.empty()) {
|
||||
switch (mapId) {
|
||||
case 0: homeLocation = "Eastern Kingdoms"; break;
|
||||
case 1: homeLocation = "Kalimdor"; break;
|
||||
case 530: homeLocation = "Outland"; break;
|
||||
case 571: homeLocation = "Northrend"; break;
|
||||
case 13: homeLocation = "Test"; break;
|
||||
case 169: homeLocation = "Emerald Dream"; break;
|
||||
default: homeLocation = "Unknown"; break;
|
||||
}
|
||||
const char* dn = core::WorldLoader::mapDisplayName(mapId);
|
||||
homeLocation = dn ? dn : "Unknown";
|
||||
}
|
||||
ImGui::TextColored(ImVec4(0.8f, 0.9f, 1.0f, 1.0f), "Home: %s", homeLocation.c_str());
|
||||
} else {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue