Kelsidavis-WoWee/include/ui/social_panel.hpp
Paul 1c0e9dd1df chore(application): extract appearance controller and unify UI flow
- Refactor UI application architecture: extracted appearance controller into ui_services.hpp + implementation updates
- Update UI components and managers to use new service layer:
  - `action_bar_panel`, `auth_screen`, `character_screen`, `chat_panel`, `combat_ui`, `dialog_manager`, `game_screen`, `settings_panel`, `social_panel`, `toast_manager`, `ui_manager`, `window_manager`
- Adjust core application entrypoints:
  - application.cpp
- Update component implementations for new controller flow:
  - action_bar_panel.cpp, `chat_panel.cpp`, `combat_ui.cpp`, `dialog_manager.cpp`, `game_screen.cpp`, `settings_panel.cpp`, `social_panel.cpp`, `toast_manager.cpp`, `window_manager.cpp`

These staged changes implement a major architectural refactor for UI/appearance controller separation
2026-04-01 20:59:17 +03:00

84 lines
2.9 KiB
C++

#pragma once
#include "ui/ui_services.hpp"
#include <imgui.h>
#include <vulkan/vulkan.h>
#include <string>
#include <vector>
#include <cstdint>
#include <functional>
namespace wowee {
namespace game { class GameHandler; }
namespace pipeline { class AssetManager; }
namespace ui {
class ChatPanel;
class SpellbookScreen;
class InventoryScreen;
/**
* Social panel manager (extracted from GameScreen)
*
* Owns all social/group-related rendering:
* party frames, boss frames, guild roster, social/friends frame,
* dungeon finder, who window, inspect window.
*/
class SocialPanel {
public:
SocialPanel() = default;
// ---- Callback type for spell icon lookup (stays in GameScreen) ----
using SpellIconFn = std::function<VkDescriptorSet(uint32_t spellId, pipeline::AssetManager*)>;
// ---- Toggle booleans (written by slash commands / escape handler / keybinds / UI buttons) ----
bool showSocialFrame_ = false; // O key toggles social/friends list
bool showGuildRoster_ = false;
bool showRaidFrames_ = true; // F key toggles raid/party frames
bool showWhoWindow_ = false;
bool showDungeonFinder_ = false;
bool showInspectWindow_ = false;
// ---- Guild roster state ----
std::string selectedGuildMember_;
bool showGuildNoteEdit_ = false;
bool editingOfficerNote_ = false;
char guildNoteEditBuffer_[256] = {0};
int guildRosterTab_ = 0; // 0=Roster, 1=Guild Info
char guildMotdEditBuffer_[256] = {0};
bool showMotdEdit_ = false;
char petitionNameBuffer_[64] = {0};
char addRankNameBuffer_[64] = {0};
bool showAddRankModal_ = false;
// ---- LFG state ----
uint8_t lfgRoles_ = 0x08; // default: DPS (0x02=tank, 0x04=healer, 0x08=dps)
uint32_t lfgSelectedDungeon_ = 861; // default: random dungeon (entry 861)
// ---- Public render methods ----
void renderPartyFrames(game::GameHandler& gameHandler,
ChatPanel& chatPanel,
SpellIconFn getSpellIcon);
void renderBossFrames(game::GameHandler& gameHandler,
SpellbookScreen& spellbookScreen,
SpellIconFn getSpellIcon);
void renderGuildRoster(game::GameHandler& gameHandler,
ChatPanel& chatPanel);
void renderSocialFrame(game::GameHandler& gameHandler,
ChatPanel& chatPanel);
void renderDungeonFinderWindow(game::GameHandler& gameHandler,
ChatPanel& chatPanel);
void renderWhoWindow(game::GameHandler& gameHandler,
ChatPanel& chatPanel);
void renderInspectWindow(game::GameHandler& gameHandler,
InventoryScreen& inventoryScreen);
// Section 3.5: UIServices injection (Phase B singleton breaking)
void setServices(const UIServices& services) { services_ = services; }
private:
UIServices services_;
};
} // namespace ui
} // namespace wowee