Kelsidavis-WoWee/include/ui/ui_manager.hpp
Pavel Okhlopkov de0383aa6b refactor: extract spline math, consolidate packet parsing, decompose TransportManager
Extract CatmullRomSpline (include/math/spline.hpp, src/math/spline.cpp) as a
standalone, immutable, thread-safe spline module with O(log n) binary segment
search and fused position+tangent evaluation — replacing the duplicated O(n)
evalTimedCatmullRom/orientationFromTangent pair in TransportManager.

Consolidate 7 copies of spline packet parsing into shared functions in
game/spline_packet.{hpp,cpp}: parseMonsterMoveSplineBody (WotLK/TBC),
parseMonsterMoveSplineBodyVanilla, parseClassicMoveUpdateSpline,
parseWotlkMoveUpdateSpline, and decodePackedDelta. Named SplineFlag constants
replace magic hex literals throughout.

Extract TransportPathRepository (game/transport_path_repository.{hpp,cpp}) from
TransportManager — owns path data, DBC loading, and path inference. Paths stored
as PathEntry wrapping CatmullRomSpline + metadata (zOnly, fromDBC, worldCoords).
TransportManager reduced from ~1200 to ~500 lines, focused on transport lifecycle
and server sync.

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-11 08:30:28 +03:00

103 lines
2.9 KiB
C++

#pragma once
#include "ui/auth_screen.hpp"
#include "ui/realm_screen.hpp"
#include "ui/character_create_screen.hpp"
#include "ui/character_screen.hpp"
#include "ui/game_screen.hpp"
#include "ui/ui_services.hpp"
#include <memory>
// Forward declare SDL_Event
union SDL_Event;
namespace wowee {
// Forward declarations
namespace core { class Window; class AppearanceComposer; enum class AppState; }
namespace auth { class AuthHandler; }
namespace game { class GameHandler; }
namespace ui {
/**
* UIManager - Manages all UI screens and ImGui rendering
*
* Coordinates screen transitions and rendering based on application state
*/
class UIManager {
public:
UIManager();
~UIManager();
/**
* Initialize ImGui and UI screens
* @param window Window instance for ImGui initialization
*/
bool initialize(core::Window* window);
/**
* Shutdown ImGui and cleanup
*/
void shutdown();
/**
* Update UI state
* @param deltaTime Time since last frame in seconds
*/
void update(float deltaTime);
/**
* Render UI based on current application state
* @param appState Current application state
* @param authHandler Authentication handler reference
* @param gameHandler Game handler reference
*/
void render(core::AppState appState, auth::AuthHandler* authHandler, game::GameHandler* gameHandler);
/**
* Process SDL event for ImGui
* @param event SDL event to process
*/
void processEvent(const SDL_Event& event);
/**
* Get screen instances for callback setup
*/
AuthScreen& getAuthScreen() { return *authScreen; }
RealmScreen& getRealmScreen() { return *realmScreen; }
CharacterCreateScreen& getCharacterCreateScreen() { return *characterCreateScreen; }
CharacterScreen& getCharacterScreen() { return *characterScreen; }
GameScreen& getGameScreen() { return *gameScreen; }
// Dependency injection forwarding (Phase A singleton breaking)
void setAppearanceComposer(core::AppearanceComposer* ac) {
if (gameScreen) gameScreen->setAppearanceComposer(ac);
}
// UIServices injection (Phase B singleton breaking)
void setServices(const UIServices& services) {
services_ = services;
if (gameScreen) gameScreen->setServices(services);
if (authScreen) authScreen->setServices(services);
if (characterScreen) characterScreen->setServices(services);
}
const UIServices& getServices() const { return services_; }
private:
core::Window* window = nullptr;
UIServices services_; // Injected services
// UI Screens
std::unique_ptr<AuthScreen> authScreen;
std::unique_ptr<RealmScreen> realmScreen;
std::unique_ptr<CharacterCreateScreen> characterCreateScreen;
std::unique_ptr<CharacterScreen> characterScreen;
std::unique_ptr<GameScreen> gameScreen;
// ImGui state
bool imguiInitialized = false;
};
} // namespace ui
} // namespace wowee