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Add colors::kTooltipGold to ui_colors.hpp and replace 14 inline ImVec4(1.0f, 0.82f, 0.0f, 1.0f) literals in inventory_screen.cpp for item set names, unique markers, and quest item indicators.
109 lines
4 KiB
C++
109 lines
4 KiB
C++
#pragma once
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#include <imgui.h>
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#include "game/inventory.hpp"
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namespace wowee::ui {
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// ---- Common UI colors ----
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namespace colors {
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constexpr ImVec4 kRed = {1.0f, 0.3f, 0.3f, 1.0f};
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constexpr ImVec4 kGreen = {0.4f, 1.0f, 0.4f, 1.0f};
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constexpr ImVec4 kBrightGreen = {0.3f, 1.0f, 0.3f, 1.0f};
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constexpr ImVec4 kYellow = {1.0f, 1.0f, 0.3f, 1.0f};
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constexpr ImVec4 kGray = {0.6f, 0.6f, 0.6f, 1.0f};
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constexpr ImVec4 kDarkGray = {0.5f, 0.5f, 0.5f, 1.0f};
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constexpr ImVec4 kLightGray = {0.7f, 0.7f, 0.7f, 1.0f};
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constexpr ImVec4 kWhite = {1.0f, 1.0f, 1.0f, 1.0f};
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constexpr ImVec4 kTooltipGold = {1.0f, 0.82f, 0.0f, 1.0f};
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// Coin colors
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constexpr ImVec4 kGold = {1.00f, 0.82f, 0.00f, 1.0f};
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constexpr ImVec4 kSilver = {0.80f, 0.80f, 0.80f, 1.0f};
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constexpr ImVec4 kCopper = {0.72f, 0.45f, 0.20f, 1.0f};
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} // namespace colors
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// ---- Item quality colors ----
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inline ImVec4 getQualityColor(game::ItemQuality quality) {
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switch (quality) {
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case game::ItemQuality::POOR: return {0.62f, 0.62f, 0.62f, 1.0f};
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case game::ItemQuality::COMMON: return {1.0f, 1.0f, 1.0f, 1.0f};
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case game::ItemQuality::UNCOMMON: return {0.12f, 1.0f, 0.0f, 1.0f};
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case game::ItemQuality::RARE: return {0.0f, 0.44f, 0.87f, 1.0f};
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case game::ItemQuality::EPIC: return {0.64f, 0.21f, 0.93f, 1.0f};
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case game::ItemQuality::LEGENDARY: return {1.0f, 0.50f, 0.0f, 1.0f};
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case game::ItemQuality::ARTIFACT: return {0.90f, 0.80f, 0.50f, 1.0f};
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case game::ItemQuality::HEIRLOOM: return {0.90f, 0.80f, 0.50f, 1.0f};
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default: return {1.0f, 1.0f, 1.0f, 1.0f};
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}
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}
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// ---- Coin display (gold/silver/copper) ----
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inline void renderCoinsText(uint32_t g, uint32_t s, uint32_t c) {
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bool any = false;
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if (g > 0) {
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ImGui::TextColored(colors::kGold, "%ug", g);
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any = true;
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}
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if (s > 0 || g > 0) {
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if (any) ImGui::SameLine(0, 3);
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ImGui::TextColored(colors::kSilver, "%us", s);
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any = true;
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}
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if (any) ImGui::SameLine(0, 3);
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ImGui::TextColored(colors::kCopper, "%uc", c);
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}
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// Convenience overload: decompose copper amount and render as gold/silver/copper
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inline void renderCoinsFromCopper(uint64_t copper) {
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renderCoinsText(static_cast<uint32_t>(copper / 10000),
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static_cast<uint32_t>((copper / 100) % 100),
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static_cast<uint32_t>(copper % 100));
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}
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// ---- Inventory slot name from WoW inventory type ----
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inline const char* getInventorySlotName(uint32_t inventoryType) {
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switch (inventoryType) {
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case 1: return "Head";
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case 2: return "Neck";
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case 3: return "Shoulder";
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case 4: return "Shirt";
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case 5: return "Chest";
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case 6: return "Waist";
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case 7: return "Legs";
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case 8: return "Feet";
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case 9: return "Wrist";
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case 10: return "Hands";
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case 11: return "Finger";
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case 12: return "Trinket";
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case 13: return "One-Hand";
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case 14: return "Shield";
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case 15: return "Ranged";
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case 16: return "Back";
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case 17: return "Two-Hand";
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case 18: return "Bag";
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case 19: return "Tabard";
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case 20: return "Robe";
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case 21: return "Main Hand";
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case 22: return "Off Hand";
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case 23: return "Held In Off-hand";
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case 25: return "Thrown";
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case 26: return "Ranged";
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case 28: return "Relic";
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default: return "";
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}
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}
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// ---- Binding type display ----
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inline void renderBindingType(uint32_t bindType) {
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const auto& kBindColor = colors::kTooltipGold;
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switch (bindType) {
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case 1: ImGui::TextColored(kBindColor, "Binds when picked up"); break;
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case 2: ImGui::TextColored(kBindColor, "Binds when equipped"); break;
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case 3: ImGui::TextColored(kBindColor, "Binds when used"); break;
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case 4: ImGui::TextColored(kBindColor, "Quest Item"); break;
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default: break;
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}
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}
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} // namespace wowee::ui
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