Kelsidavis-WoWee/include/rendering/world_map/world_map_facade.hpp
Pavel Okhlopkov fff06fc932 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>
2026-04-12 09:52:51 +03:00

64 lines
1.8 KiB
C++

// world_map_facade.hpp — Public API for the world map system.
// Drop-in replacement for the monolithic WorldMap class (Phase 10 of refactoring plan).
// Facade pattern — hides internal complexity behind the same public interface.
#pragma once
#include "rendering/world_map/world_map_types.hpp"
#include <glm/glm.hpp>
#include <string>
#include <vector>
#include <memory>
#include <vulkan/vulkan.h>
namespace wowee {
namespace rendering {
class VkContext;
}
namespace pipeline { class AssetManager; }
namespace rendering {
namespace world_map {
class WorldMapFacade {
public:
/// Backward-compatible alias for old WorldMap::QuestPoi usage.
using QuestPoi = QuestPOI;
WorldMapFacade();
~WorldMapFacade();
bool initialize(VkContext* ctx, pipeline::AssetManager* am);
void shutdown();
/// Off-screen composite pass — call BEFORE the main render pass begins.
void compositePass(VkCommandBuffer cmd);
/// ImGui overlay — call INSIDE the main render pass (during ImGui frame).
void render(const glm::vec3& playerRenderPos,
int screenWidth, int screenHeight,
float playerYawDeg = 0.0f);
void setMapName(const std::string& name);
void setServerExplorationMask(const std::vector<uint32_t>& masks, bool hasData);
void setPartyDots(std::vector<PartyDot> dots);
void setTaxiNodes(std::vector<TaxiNode> nodes);
void setQuestPois(std::vector<QuestPOI> pois);
void setCorpsePos(bool hasCorpse, glm::vec3 renderPos);
bool isOpen() const;
void close();
private:
struct Impl;
std::unique_ptr<Impl> impl_;
};
} // namespace world_map
} // namespace rendering
} // namespace wowee
// Backward-compatible alias for gradual migration
namespace wowee {
namespace rendering {
using WorldMap = world_map::WorldMapFacade;
} // namespace rendering
} // namespace wowee