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