Kelsidavis-WoWee/include/ui/chat_panel.hpp
Pavel Okhlopkov ada019e0d4 refactor(chat): extract ItemTooltipRenderer, slim render(), consolidate utils
- Extract renderItemTooltip() (510 LOC) from ChatMarkupRenderer into
  dedicated ItemTooltipRenderer class; chat_markup_renderer.cpp 766→192 LOC
- Extract formatChatMessage(), detectChannelPrefix(), inputTextCallback()
  from render(); render() 711→376 LOC
- Consolidate replaceGenderPlaceholders() from 3 copies into
  chat_utils::replaceGenderPlaceholders(); remove 118 LOC duplicate from
  quest_log_screen.cpp, update 8 call sites in window_manager.cpp
- Delete chat_panel_commands.cpp (359 LOC) — absorb sendChatMessage,
  executeMacroText, PortBot helpers into chat_panel.cpp; move
  evaluateMacroConditionals to macro_eval_convenience.cpp
- Delete chat_panel_utils.cpp (229 LOC) — absorb small utilities into
  chat_panel.cpp
- Replace 3 forward declarations of evaluateMacroConditionals with
  #include "ui/chat/macro_evaluator.hpp"

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 15:46:03 +03:00

217 lines
7.7 KiB
C++

#pragma once
#include "game/game_handler.hpp"
#include "ui/ui_services.hpp"
#include "ui/chat/chat_settings.hpp"
#include "ui/chat/chat_input.hpp"
#include "ui/chat/chat_tab_manager.hpp"
#include "ui/chat/chat_bubble_manager.hpp"
#include "ui/chat/cast_sequence_tracker.hpp"
#include "ui/chat/chat_markup_parser.hpp"
#include "ui/chat/chat_markup_renderer.hpp"
#include "ui/chat/chat_command_registry.hpp"
#include "ui/chat/chat_tab_completer.hpp"
#include <vulkan/vulkan.h>
#include <imgui.h>
#include <string>
#include <vector>
#include <functional>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering { class Renderer; }
namespace ui {
class InventoryScreen;
class SpellbookScreen;
class QuestLogScreen;
/**
* Self-contained chat UI panel extracted from GameScreen.
*
* Owns all chat state: input buffer, sent-history, tab filtering,
* slash-command parsing, chat bubbles, and chat-related settings.
*/
class ChatPanel {
public:
ChatPanel();
// ---- Main entry points (called by GameScreen) ----
/**
* Render the chat window (tabs, history, input, etc.)
*/
void render(game::GameHandler& gameHandler,
InventoryScreen& inventoryScreen,
SpellbookScreen& spellbookScreen,
QuestLogScreen& questLogScreen);
/**
* Render 3D-projected chat bubbles above entities.
*/
void renderBubbles(game::GameHandler& gameHandler);
/**
* Register one-shot callbacks on GameHandler (call once per session).
* Sets up the chat-bubble callback.
*/
void setupCallbacks(game::GameHandler& gameHandler);
// ---- Input helpers (called by GameScreen keybind handling) ----
bool isChatInputActive() const { return chatInputActive_; }
/** Insert a spell / item link into the chat input buffer (shift-click). */
void insertChatLink(const std::string& link);
/** Activate the input field with a leading '/' (slash key). */
void activateSlashInput();
/** Activate (focus) the input field (Enter key). */
void activateInput();
/** Request that the chat input be focused next frame. */
void requestRefocus() { refocusChatInput_ = true; }
/** Set up a whisper to the given player name and focus input. */
void setWhisperTarget(const std::string& name);
/** Execute a macro body (one line per 'click'). */
void executeMacroText(game::GameHandler& gameHandler,
const std::string& macroText);
// ---- Slash-command side-effects ----
// GameScreen reads these each frame, then clears them.
struct SlashCommands {
bool showInspect = false;
bool toggleThreat = false;
bool showBgScore = false;
bool showGmTicket = false;
bool showWho = false;
bool toggleCombatLog = false;
bool takeScreenshot = false;
};
/** Return accumulated slash-command flags and reset them. */
SlashCommands consumeSlashCommands();
// ---- Chat settings (delegated to ChatSettings) ----
ChatSettings settings;
int activeChatTab = 0;
// Legacy accessors — forward to settings struct for external code
// (GameScreen save/load reads these directly)
bool& chatShowTimestamps = settings.showTimestamps;
int& chatFontSize = settings.fontSize;
bool& chatAutoJoinGeneral = settings.autoJoinGeneral;
bool& chatAutoJoinTrade = settings.autoJoinTrade;
bool& chatAutoJoinLocalDefense = settings.autoJoinLocalDefense;
bool& chatAutoJoinLFG = settings.autoJoinLFG;
bool& chatAutoJoinLocal = settings.autoJoinLocal;
/** Spell icon lookup callback — set by GameScreen each frame before render(). */
std::function<VkDescriptorSet(uint32_t, pipeline::AssetManager*)> getSpellIcon;
/** Render the "Chat" tab inside the Settings window (delegates to settings). */
void renderSettingsTab(std::function<void()> saveSettingsFn) {
settings.renderSettingsTab(std::move(saveSettingsFn));
}
/** Reset all chat settings to defaults (delegates to settings). */
void restoreDefaults() { settings.restoreDefaults(); }
// UIServices injection (Phase B singleton breaking)
void setServices(const UIServices& services) { services_ = services; }
// ---- Accessors for command system (Phase 3) ----
char* getChatInputBuffer() { return chatInputBuffer_; }
size_t getChatInputBufferSize() const { return sizeof(chatInputBuffer_); }
char* getWhisperTargetBuffer() { return whisperTargetBuffer_; }
size_t getWhisperTargetBufferSize() const { return sizeof(whisperTargetBuffer_); }
int getSelectedChatType() const { return selectedChatType_; }
void setSelectedChatType(int t) { selectedChatType_ = t; }
int getSelectedChannelIdx() const { return selectedChannelIdx_; }
bool& macroStopped() { return macroStopped_; }
CastSequenceTracker& getCastSeqTracker() { return castSeqTracker_; }
SlashCommands& getSlashCmds() { return slashCmds_; }
UIServices& getServices() { return services_; }
ChatCommandRegistry& getCommandRegistry() { return commandRegistry_; }
private:
// Injected UI services (Phase B singleton breaking)
UIServices services_;
// ---- Chat input state ----
// NOTE: These will migrate to ChatInput in Phase 6 (slim ChatPanel).
// ChatInput class is ready at include/ui/chat/chat_input.hpp.
char chatInputBuffer_[512] = "";
char whisperTargetBuffer_[256] = "";
bool chatInputActive_ = false;
int chatInputCooldown_ = 0; // frames to suppress re-activation after send
int selectedChatType_ = 0; // 0=SAY .. 10=CHANNEL
int lastChatType_ = 0;
int selectedChannelIdx_ = 0;
bool chatInputMoveCursorToEnd_ = false;
bool refocusChatInput_ = false;
// Sent-message history (Up/Down arrow recall)
std::vector<std::string> chatSentHistory_;
int chatHistoryIdx_ = -1;
// Macro stop flag
bool macroStopped_ = false;
// /castsequence state (delegated to CastSequenceTracker, Phase 1.5)
CastSequenceTracker castSeqTracker_;
// Command registry (Phase 3 — replaces if/else chain)
ChatCommandRegistry commandRegistry_;
void registerAllCommands();
// Markup parser + renderer (Phase 2)
ChatMarkupParser markupParser_;
ChatMarkupRenderer markupRenderer_;
// Tab-completion (Phase 5 — delegated to ChatTabCompleter)
ChatTabCompleter tabCompleter_;
// Mention notification
size_t chatMentionSeenCount_ = 0;
// ---- Chat tabs (delegated to ChatTabManager) ----
ChatTabManager tabManager_;
// ---- Chat window visual state ----
bool chatScrolledUp_ = false;
bool chatForceScrollToBottom_ = false;
// windowLocked is in settings.windowLocked (kept in sync via reference)
bool& chatWindowLocked_ = settings.windowLocked;
ImVec2 chatWindowPos_ = ImVec2(0.0f, 0.0f);
bool chatWindowPosInit_ = false;
// ---- Chat bubbles (delegated to ChatBubbleManager) ----
ChatBubbleManager bubbleManager_;
// ---- Whisper toast state (populated in render, rendered by GameScreen/ToastManager) ----
// Whisper scanning lives here because it's tightly coupled to chat history iteration.
size_t whisperSeenCount_ = 0;
// ---- Helpers ----
void sendChatMessage(game::GameHandler& gameHandler);
static int inputTextCallback(ImGuiInputTextCallbackData* data);
void detectChannelPrefix(game::GameHandler& gameHandler);
// Cached game handler for input callback (set each frame in render)
game::GameHandler* cachedGameHandler_ = nullptr;
// Join channel input buffer
char joinChannelBuffer_[128] = "";
// Slash command flags (accumulated, consumed by GameScreen)
SlashCommands slashCmds_;
};
} // namespace ui
} // namespace wowee