Kelsidavis-WoWee/include/ui/ui_colors.hpp
Kelsi fb3bfe42c9 refactor: add kCastGreen/kQueueGreen constants, remove dead code
Add kCastGreen (interruptible cast bar, 5 uses) and kQueueGreen
(queue status / talent met, 7 uses across game_screen + talent_screen).

Remove commented-out renderQuestMarkers call (replaced by 3D billboards).
2026-03-27 15:01:12 -07:00

216 lines
9.3 KiB
C++

#pragma once
#include <imgui.h>
#include "game/inventory.hpp"
namespace wowee::ui {
// ---- Common UI colors ----
namespace colors {
constexpr ImVec4 kRed = {1.0f, 0.3f, 0.3f, 1.0f};
constexpr ImVec4 kGreen = {0.4f, 1.0f, 0.4f, 1.0f};
constexpr ImVec4 kBrightGreen = {0.3f, 1.0f, 0.3f, 1.0f};
constexpr ImVec4 kYellow = {1.0f, 1.0f, 0.3f, 1.0f};
constexpr ImVec4 kGray = {0.6f, 0.6f, 0.6f, 1.0f};
constexpr ImVec4 kDarkGray = {0.5f, 0.5f, 0.5f, 1.0f};
constexpr ImVec4 kLightGray = {0.7f, 0.7f, 0.7f, 1.0f};
constexpr ImVec4 kWhite = {1.0f, 1.0f, 1.0f, 1.0f};
constexpr ImVec4 kTooltipGold = {1.0f, 0.82f, 0.0f, 1.0f};
constexpr ImVec4 kBrightGold = {1.0f, 0.85f, 0.0f, 1.0f};
constexpr ImVec4 kPaleRed = {1.0f, 0.5f, 0.5f, 1.0f};
constexpr ImVec4 kBrightRed = {1.0f, 0.2f, 0.2f, 1.0f};
constexpr ImVec4 kLightBlue = {0.4f, 0.6f, 1.0f, 1.0f};
constexpr ImVec4 kManaBlue = {0.2f, 0.2f, 0.9f, 1.0f};
constexpr ImVec4 kCyan = {0.0f, 0.8f, 1.0f, 1.0f};
constexpr ImVec4 kDarkRed = {0.9f, 0.2f, 0.2f, 1.0f};
constexpr ImVec4 kSoftRed = {1.0f, 0.4f, 0.4f, 1.0f};
constexpr ImVec4 kHostileRed = {1.0f, 0.35f, 0.35f, 1.0f};
constexpr ImVec4 kMediumGray = {0.65f, 0.65f, 0.65f, 1.0f};
constexpr ImVec4 kWarmGold = {1.0f, 0.84f, 0.0f, 1.0f};
constexpr ImVec4 kOrange = {0.9f, 0.6f, 0.1f, 1.0f};
constexpr ImVec4 kFriendlyGreen = {0.2f, 0.7f, 0.2f, 1.0f};
constexpr ImVec4 kHealthGreen = {0.2f, 0.8f, 0.2f, 1.0f};
constexpr ImVec4 kLightGreen = {0.6f, 1.0f, 0.6f, 1.0f};
constexpr ImVec4 kActiveGreen = {0.5f, 1.0f, 0.5f, 1.0f};
constexpr ImVec4 kSocketGreen = {0.5f, 0.8f, 0.5f, 1.0f};
// UI element colors
constexpr ImVec4 kInactiveGray = {0.55f, 0.55f, 0.55f, 1.0f};
constexpr ImVec4 kVeryLightGray = {0.85f, 0.85f, 0.85f, 1.0f};
constexpr ImVec4 kSymbolGold = {1.0f, 0.85f, 0.1f, 1.0f};
constexpr ImVec4 kDarkYellow = {0.8f, 0.8f, 0.0f, 1.0f};
constexpr ImVec4 kLowHealthRed = {0.8f, 0.2f, 0.2f, 1.0f};
constexpr ImVec4 kDangerRed = {0.7f, 0.2f, 0.2f, 1.0f};
// Cast bar / status colors
constexpr ImVec4 kCastGreen = {0.2f, 0.75f, 0.2f, 1.0f};
constexpr ImVec4 kQueueGreen = {0.3f, 0.9f, 0.3f, 1.0f};
// Button styling colors (accept/decline patterns)
constexpr ImVec4 kBtnGreen = {0.15f, 0.5f, 0.15f, 1.0f};
constexpr ImVec4 kBtnGreenHover = {0.2f, 0.7f, 0.2f, 1.0f}; // == kFriendlyGreen
constexpr ImVec4 kBtnRed = {0.5f, 0.15f, 0.15f, 1.0f};
constexpr ImVec4 kBtnRedHover = {0.7f, 0.3f, 0.3f, 1.0f};
constexpr ImVec4 kBtnDkGreen = {0.2f, 0.5f, 0.2f, 1.0f};
constexpr ImVec4 kBtnDkGreenHover= {0.3f, 0.7f, 0.3f, 1.0f};
constexpr ImVec4 kBtnDkRed = {0.5f, 0.2f, 0.2f, 1.0f};
constexpr ImVec4 kBtnDkRedHover = {0.7f, 0.3f, 0.3f, 1.0f};
constexpr ImVec4 kMidHealthYellow= {0.8f, 0.8f, 0.2f, 1.0f};
// Power-type colors (unit resource bars)
constexpr ImVec4 kEnergyYellow = {0.9f, 0.9f, 0.2f, 1.0f};
constexpr ImVec4 kHappinessGreen = {0.5f, 0.9f, 0.3f, 1.0f};
constexpr ImVec4 kRunicRed = {0.8f, 0.1f, 0.2f, 1.0f};
constexpr ImVec4 kSoulShardPurple = {0.4f, 0.1f, 0.6f, 1.0f};
// Coin colors
constexpr ImVec4 kGold = {1.00f, 0.82f, 0.00f, 1.0f};
constexpr ImVec4 kSilver = {0.80f, 0.80f, 0.80f, 1.0f};
constexpr ImVec4 kCopper = {0.72f, 0.45f, 0.20f, 1.0f};
} // namespace colors
// ---- Item quality colors ----
inline ImVec4 getQualityColor(game::ItemQuality quality) {
switch (quality) {
case game::ItemQuality::POOR: return {0.62f, 0.62f, 0.62f, 1.0f};
case game::ItemQuality::COMMON: return {1.0f, 1.0f, 1.0f, 1.0f};
case game::ItemQuality::UNCOMMON: return {0.12f, 1.0f, 0.0f, 1.0f};
case game::ItemQuality::RARE: return {0.0f, 0.44f, 0.87f, 1.0f};
case game::ItemQuality::EPIC: return {0.64f, 0.21f, 0.93f, 1.0f};
case game::ItemQuality::LEGENDARY: return {1.0f, 0.50f, 0.0f, 1.0f};
case game::ItemQuality::ARTIFACT: return {0.90f, 0.80f, 0.50f, 1.0f};
case game::ItemQuality::HEIRLOOM: return {0.90f, 0.80f, 0.50f, 1.0f};
default: return {1.0f, 1.0f, 1.0f, 1.0f};
}
}
// ---- Coin display (gold/silver/copper) ----
inline void renderCoinsText(uint32_t g, uint32_t s, uint32_t c) {
bool any = false;
if (g > 0) {
ImGui::TextColored(colors::kGold, "%ug", g);
any = true;
}
if (s > 0 || g > 0) {
if (any) ImGui::SameLine(0, 3);
ImGui::TextColored(colors::kSilver, "%us", s);
any = true;
}
if (any) ImGui::SameLine(0, 3);
ImGui::TextColored(colors::kCopper, "%uc", c);
}
// Convenience overload: decompose copper amount and render as gold/silver/copper
inline void renderCoinsFromCopper(uint64_t copper) {
renderCoinsText(static_cast<uint32_t>(copper / 10000),
static_cast<uint32_t>((copper / 100) % 100),
static_cast<uint32_t>(copper % 100));
}
// ---- Inventory slot name from WoW inventory type ----
inline const char* getInventorySlotName(uint32_t inventoryType) {
switch (inventoryType) {
case 1: return "Head";
case 2: return "Neck";
case 3: return "Shoulder";
case 4: return "Shirt";
case 5: return "Chest";
case 6: return "Waist";
case 7: return "Legs";
case 8: return "Feet";
case 9: return "Wrist";
case 10: return "Hands";
case 11: return "Finger";
case 12: return "Trinket";
case 13: return "One-Hand";
case 14: return "Shield";
case 15: return "Ranged";
case 16: return "Back";
case 17: return "Two-Hand";
case 18: return "Bag";
case 19: return "Tabard";
case 20: return "Robe";
case 21: return "Main Hand";
case 22: return "Off Hand";
case 23: return "Held In Off-hand";
case 25: return "Thrown";
case 26: return "Ranged";
case 28: return "Relic";
default: return "";
}
}
// ---- Binding type display ----
inline void renderBindingType(uint32_t bindType) {
const auto& kBindColor = colors::kTooltipGold;
switch (bindType) {
case 1: ImGui::TextColored(kBindColor, "Binds when picked up"); break;
case 2: ImGui::TextColored(kBindColor, "Binds when equipped"); break;
case 3: ImGui::TextColored(kBindColor, "Binds when used"); break;
case 4: ImGui::TextColored(kBindColor, "Quest Item"); break;
default: break;
}
}
// ---- DBC item-set spell field keys ----
inline constexpr const char* kItemSetItemKeys[10] = {
"Item0","Item1","Item2","Item3","Item4",
"Item5","Item6","Item7","Item8","Item9"
};
inline constexpr const char* kItemSetSpellKeys[10] = {
"Spell0","Spell1","Spell2","Spell3","Spell4",
"Spell5","Spell6","Spell7","Spell8","Spell9"
};
inline constexpr const char* kItemSetThresholdKeys[10] = {
"Threshold0","Threshold1","Threshold2","Threshold3","Threshold4",
"Threshold5","Threshold6","Threshold7","Threshold8","Threshold9"
};
// ---- Socket type display (gem sockets) ----
struct SocketTypeDef { uint32_t mask; const char* label; ImVec4 col; };
inline constexpr SocketTypeDef kSocketTypes[] = {
{ 1, "Meta Socket", { 0.7f, 0.7f, 0.9f, 1.0f } },
{ 2, "Red Socket", { 1.0f, 0.3f, 0.3f, 1.0f } },
{ 4, "Yellow Socket", { 1.0f, 0.9f, 0.3f, 1.0f } },
{ 8, "Blue Socket", { 0.3f, 0.6f, 1.0f, 1.0f } },
};
// ---- Class/race bitmask lookup (for allowableClass/allowableRace display) ----
struct ClassMaskEntry { uint32_t mask; const char* name; };
inline constexpr ClassMaskEntry kClassMasks[] = {
{1,"Warrior"}, {2,"Paladin"}, {4,"Hunter"}, {8,"Rogue"},
{16,"Priest"}, {32,"Death Knight"}, {64,"Shaman"},
{128,"Mage"}, {256,"Warlock"}, {1024,"Druid"},
};
struct RaceMaskEntry { uint32_t mask; const char* name; };
inline constexpr RaceMaskEntry kRaceMasks[] = {
{1,"Human"}, {2,"Orc"}, {4,"Dwarf"}, {8,"Night Elf"},
{16,"Undead"}, {32,"Tauren"}, {64,"Gnome"}, {128,"Troll"},
{512,"Blood Elf"}, {1024,"Draenei"},
};
// ---- WoW class colors (Blizzard canonical) ----
inline ImVec4 getClassColor(uint8_t classId) {
switch (classId) {
case 1: return {0.78f, 0.61f, 0.43f, 1.0f}; // Warrior #C79C6E
case 2: return {0.96f, 0.55f, 0.73f, 1.0f}; // Paladin #F58CBA
case 3: return {0.67f, 0.83f, 0.45f, 1.0f}; // Hunter #ABD473
case 4: return {1.00f, 0.96f, 0.41f, 1.0f}; // Rogue #FFF569
case 5: return {1.00f, 1.00f, 1.00f, 1.0f}; // Priest #FFFFFF
case 6: return {0.77f, 0.12f, 0.23f, 1.0f}; // DK #C41F3B
case 7: return {0.00f, 0.44f, 0.87f, 1.0f}; // Shaman #0070DE
case 8: return {0.41f, 0.80f, 0.94f, 1.0f}; // Mage #69CCF0
case 9: return {0.58f, 0.51f, 0.79f, 1.0f}; // Warlock #9482C9
case 11: return {1.00f, 0.49f, 0.04f, 1.0f}; // Druid #FF7D0A
default: return colors::kVeryLightGray;
}
}
inline ImU32 getClassColorU32(uint8_t classId, int alpha = 255) {
ImVec4 c = getClassColor(classId);
return IM_COL32(static_cast<int>(c.x * 255), static_cast<int>(c.y * 255),
static_cast<int>(c.z * 255), alpha);
}
} // namespace wowee::ui