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