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https://github.com/Kelsidavis/WoWee.git
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- 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
55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
#pragma once
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namespace wowee {
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// Forward declarations
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namespace core {
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class Window;
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class EntitySpawner;
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class AppearanceComposer;
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class WorldLoader;
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}
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namespace rendering { class Renderer; }
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namespace pipeline { class AssetManager; }
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namespace game {
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class GameHandler;
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class ExpansionRegistry;
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}
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namespace addons { class AddonManager; }
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namespace audio { class AudioCoordinator; }
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namespace ui {
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/**
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* UI Services - Dependency injection container for UI components.
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*
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* Section 3.5: Break the singleton Phase B
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*
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* Replaces Application::getInstance() calls throughout UI code.
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* Application creates this struct and injects it into UIManager,
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* which propagates it to GameScreen and all child UI components.
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*
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* Owned by Application, shared as const pointers (non-owning).
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*/
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struct UIServices {
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core::Window* window = nullptr;
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rendering::Renderer* renderer = nullptr;
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pipeline::AssetManager* assetManager = nullptr;
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game::GameHandler* gameHandler = nullptr;
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game::ExpansionRegistry* expansionRegistry = nullptr;
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addons::AddonManager* addonManager = nullptr;
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audio::AudioCoordinator* audioCoordinator = nullptr;
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// Extracted classes (also available individually for Phase A compatibility)
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core::EntitySpawner* entitySpawner = nullptr;
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core::AppearanceComposer* appearanceComposer = nullptr;
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core::WorldLoader* worldLoader = nullptr;
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// Helper to check if core services are wired
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bool isValid() const {
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return window && renderer && assetManager && gameHandler;
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}
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};
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} // namespace ui
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} // namespace wowee
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