mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-07 21:53:51 +00:00
Extract ~1,700 lines / 60+ inline [this]-capturing lambdas from the monolithic
Application::setupUICallbacks() into 7 focused callback handler classes following
the ToastManager/ChatPanel::setupCallbacks() pattern already in the codebase.
New handlers (include/core/ + src/core/):
- NPCInteractionCallbackHandler NPC greeting/farewell/vendor/aggro voice
- AudioCallbackHandler Music, positional sound, level-up, achievement, LFG
- EntitySpawnCallbackHandler Creature/player/GO spawn, despawn, move, state
- AnimationCallbackHandler Death, respawn, combat, emotes, charge, sprint, vehicle
- TransportCallbackHandler Mount, taxi, transport spawn/move
- WorldEntryCallbackHandler World entry, unstuck, hearthstone, bind point
- UIScreenCallbackHandler Auth, realm selection, char selection/creation/deletion
application.cpp: 4,462 → 2,791 lines (−1,671)
setupUICallbacks: ~1,700 → ~50 lines (thin orchestrator)
Deduplication:
resolveSoundEntryPath() — was 3× copy-paste of SoundEntries.dbc lookup
resolveNpcVoiceType() — was 4× copy-paste of display-ID→voice detection
precacheNearbyTiles() — was 3× copy-paste of 17×17 tile loop
4 helper lambdas — promoted to private methods on WorldEntryCallbackHandler
State migration out of Application:
charge* (6 vars) → AnimationCallbackHandler
hearth*/worldEntry*/taxi* → WorldEntryCallbackHandler
pendingCreatedCharacterName_ → UIScreenCallbackHandler
Bug fixes:
- Duplicate `namespace core {` in application.hpp caused wowee::std pollution
- AppState forward decl in ui_screen_callback_handler.hpp was at wrong scope
- world_loader.cpp accessed moved member vars directly via friend; now uses handler API
50 lines
1.5 KiB
C++
50 lines
1.5 KiB
C++
#pragma once
|
|
|
|
#include <cstdint>
|
|
#include <glm/glm.hpp>
|
|
|
|
namespace wowee {
|
|
|
|
namespace rendering { class Renderer; }
|
|
namespace game { class GameHandler; }
|
|
namespace core { class EntitySpawner; }
|
|
|
|
namespace core {
|
|
|
|
/// Handles animation callbacks: death, respawn, swing, hit reaction, spell cast, emote,
|
|
/// stun, stealth, health, ghost, stand state, loot, sprint, vehicle, charge.
|
|
/// Owns charge rush state (interpolated in update).
|
|
class AnimationCallbackHandler {
|
|
public:
|
|
AnimationCallbackHandler(EntitySpawner& entitySpawner,
|
|
rendering::Renderer& renderer,
|
|
game::GameHandler& gameHandler);
|
|
|
|
void setupCallbacks();
|
|
|
|
/// Called each frame from Application::update() to drive charge interpolation.
|
|
/// Returns true if charge is active (player is externally driven).
|
|
bool updateCharge(float deltaTime);
|
|
|
|
// Charge state queries (used by Application::update for externallyDrivenMotion)
|
|
bool isCharging() const { return chargeActive_; }
|
|
|
|
// Reset charge state (logout/disconnect)
|
|
void resetChargeState();
|
|
|
|
private:
|
|
EntitySpawner& entitySpawner_;
|
|
rendering::Renderer& renderer_;
|
|
game::GameHandler& gameHandler_;
|
|
|
|
// Charge rush state (moved from Application)
|
|
bool chargeActive_ = false;
|
|
float chargeTimer_ = 0.0f;
|
|
float chargeDuration_ = 0.0f;
|
|
glm::vec3 chargeStartPos_{0.0f}; // Render coordinates
|
|
glm::vec3 chargeEndPos_{0.0f}; // Render coordinates
|
|
uint64_t chargeTargetGuid_ = 0;
|
|
};
|
|
|
|
} // namespace core
|
|
} // namespace wowee
|