mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve - MSAA: multisampled color+depth images, query max supported sample count - MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers - MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes - MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild - MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted - Update auth screen assets and terrain fragment shader
179 lines
5.8 KiB
C++
179 lines
5.8 KiB
C++
#include "ui/ui_manager.hpp"
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#include "core/window.hpp"
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#include "core/application.hpp"
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#include "core/logger.hpp"
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#include "auth/auth_handler.hpp"
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#include "game/game_handler.hpp"
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#include "rendering/vk_context.hpp"
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#include <imgui.h>
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#include <imgui_impl_sdl2.h>
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#include <imgui_impl_vulkan.h>
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namespace wowee {
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namespace ui {
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UIManager::UIManager() {
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// Create screen instances
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authScreen = std::make_unique<AuthScreen>();
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realmScreen = std::make_unique<RealmScreen>();
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characterCreateScreen = std::make_unique<CharacterCreateScreen>();
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characterScreen = std::make_unique<CharacterScreen>();
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gameScreen = std::make_unique<GameScreen>();
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}
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UIManager::~UIManager() = default;
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bool UIManager::initialize(core::Window* win) {
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window = win;
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LOG_INFO("Initializing UI manager");
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auto* vkCtx = window->getVkContext();
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if (!vkCtx) {
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LOG_ERROR("No Vulkan context available for ImGui initialization");
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return false;
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}
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// Initialize ImGui
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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// Setup ImGui style
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ImGui::StyleColorsDark();
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// Customize style for better WoW feel
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ImGuiStyle& style = ImGui::GetStyle();
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style.WindowRounding = 6.0f;
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style.FrameRounding = 4.0f;
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style.GrabRounding = 4.0f;
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style.WindowBorderSize = 1.0f;
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style.FrameBorderSize = 1.0f;
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// WoW-inspired colors
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ImVec4* colors = style.Colors;
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colors[ImGuiCol_WindowBg] = ImVec4(0.08f, 0.08f, 0.12f, 0.94f);
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colors[ImGuiCol_TitleBg] = ImVec4(0.10f, 0.10f, 0.15f, 1.00f);
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colors[ImGuiCol_TitleBgActive] = ImVec4(0.15f, 0.15f, 0.25f, 1.00f);
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colors[ImGuiCol_Button] = ImVec4(0.20f, 0.25f, 0.40f, 1.00f);
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colors[ImGuiCol_ButtonHovered] = ImVec4(0.25f, 0.30f, 0.50f, 1.00f);
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colors[ImGuiCol_ButtonActive] = ImVec4(0.15f, 0.20f, 0.35f, 1.00f);
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colors[ImGuiCol_Header] = ImVec4(0.20f, 0.25f, 0.40f, 0.55f);
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colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.30f, 0.50f, 0.80f);
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colors[ImGuiCol_HeaderActive] = ImVec4(0.20f, 0.25f, 0.45f, 1.00f);
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// Initialize ImGui for SDL2 + Vulkan
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ImGui_ImplSDL2_InitForVulkan(window->getSDLWindow());
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ImGui_ImplVulkan_InitInfo initInfo{};
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initInfo.ApiVersion = VK_API_VERSION_1_1;
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initInfo.Instance = vkCtx->getInstance();
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initInfo.PhysicalDevice = vkCtx->getPhysicalDevice();
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initInfo.Device = vkCtx->getDevice();
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initInfo.QueueFamily = vkCtx->getGraphicsQueueFamily();
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initInfo.Queue = vkCtx->getGraphicsQueue();
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initInfo.DescriptorPool = vkCtx->getImGuiDescriptorPool();
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initInfo.MinImageCount = 2;
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initInfo.ImageCount = vkCtx->getSwapchainImageCount();
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initInfo.PipelineInfoMain.RenderPass = vkCtx->getImGuiRenderPass();
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initInfo.PipelineInfoMain.MSAASamples = vkCtx->getMsaaSamples();
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ImGui_ImplVulkan_Init(&initInfo);
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imguiInitialized = true;
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LOG_INFO("UI manager initialized successfully (Vulkan)");
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return true;
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}
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void UIManager::shutdown() {
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if (imguiInitialized) {
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auto* vkCtx = window ? window->getVkContext() : nullptr;
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if (vkCtx) {
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vkDeviceWaitIdle(vkCtx->getDevice());
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}
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ImGui_ImplVulkan_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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imguiInitialized = false;
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}
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LOG_INFO("UI manager shutdown");
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}
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void UIManager::update([[maybe_unused]] float deltaTime) {
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if (!imguiInitialized) return;
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// Start ImGui frame
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ImGui_ImplVulkan_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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}
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void UIManager::render(core::AppState appState, auth::AuthHandler* authHandler, game::GameHandler* gameHandler) {
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if (!imguiInitialized) return;
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// Render appropriate screen based on application state
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switch (appState) {
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case core::AppState::AUTHENTICATION:
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if (authHandler) {
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authScreen->render(*authHandler);
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}
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break;
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case core::AppState::REALM_SELECTION:
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authScreen->stopLoginMusic();
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if (authHandler) {
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realmScreen->render(*authHandler);
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}
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break;
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case core::AppState::CHARACTER_CREATION:
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authScreen->stopLoginMusic();
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if (gameHandler) {
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characterCreateScreen->render(*gameHandler);
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}
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break;
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case core::AppState::CHARACTER_SELECTION:
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authScreen->stopLoginMusic();
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if (gameHandler) {
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characterScreen->render(*gameHandler);
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}
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break;
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case core::AppState::IN_GAME:
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authScreen->stopLoginMusic();
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if (gameHandler) {
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gameScreen->render(*gameHandler);
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}
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break;
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case core::AppState::DISCONNECTED:
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authScreen->stopLoginMusic();
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ImGui::SetNextWindowSize(ImVec2(400, 150), ImGuiCond_Always);
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ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x * 0.5f - 200,
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ImGui::GetIO().DisplaySize.y * 0.5f - 75),
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ImGuiCond_Always);
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ImGui::Begin("Disconnected", nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
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ImGui::TextWrapped("You have been disconnected from the server.");
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ImGui::Spacing();
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if (ImGui::Button("Return to Login", ImVec2(-1, 0))) {
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// Will be handled by application
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}
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ImGui::End();
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break;
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}
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// Finalize ImGui draw data (actual rendering happens in the command buffer)
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ImGui::Render();
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}
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void UIManager::processEvent(const SDL_Event& event) {
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if (imguiInitialized) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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}
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}
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} // namespace ui
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} // namespace wowee
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