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Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND, anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1) lookup, and flyVariant() compact 218-element ground→FLY_* resolver. Expand AnimationController into a full state machine with 20+ named states: spell cast (directed→omni→cast fallback chain, instant one-shot release), hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle, stealth animation substitution, loot, fishing channel, sit/sleep/kneel down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons (BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY, vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS), emote state variants, off-hand/pierce/dual-wield alternation, NPC birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell. Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo (12 constants) namespaces; replace all magic numbers in spell_handler.cpp. Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire GameObjectStateCallback. Add DBC cross-validation on world entry. Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and asset_pipeline_gui.py. Add tests/test_animation_ids.cpp. Bug fixes included: - Stand state 1 was animating READY_2H(27) — fixed to SITTING(97) - Spell casts ended freeze-frame — add one-shot release animation - NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff) - Chair sits (states 2/4/5/6) incorrectly played floor-sit transition - STOP(3) used for all spell casts — replaced with model-aware chain
165 lines
4.9 KiB
C++
165 lines
4.9 KiB
C++
#pragma once
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#include "ui/ui_services.hpp"
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#include "auth/auth_handler.hpp"
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#include <vulkan/vulkan.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 { namespace rendering { class VkContext; } }
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namespace wowee { namespace ui {
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/**
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* Authentication screen UI
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*
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* Allows user to enter credentials and connect to auth server
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*/
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class AuthScreen {
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public:
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AuthScreen();
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/**
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* Render the UI
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* @param authHandler Reference to auth handler
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*/
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void render(auth::AuthHandler& authHandler);
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/**
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* Set callback for successful authentication
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*/
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void setOnSuccess(std::function<void()> callback) { onSuccess = callback; }
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/// Set services (dependency injection)
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void setServices(const UIServices& services) { services_ = services; }
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/**
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* Check if authentication is in progress
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*/
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bool isAuthenticating() const { return authenticating; }
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void stopLoginMusic();
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/**
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* Get status message
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*/
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const std::string& getStatusMessage() const { return statusMessage; }
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private:
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UIServices services_; // Injected service references
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struct ServerProfile {
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std::string hostname;
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int port = 3724;
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std::string username;
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std::string passwordHash; // SHA1 hex (UPPER(user):UPPER(pass))
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std::string expansionId; // "wotlk", "tbc", "classic", "turtle", ...
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};
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// UI state
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char hostname[256] = "localhost";
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char username[256] = "";
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char password[256] = "";
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char pinCode[32] = "";
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int port = 3724;
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int expansionIndex = 0; // Index into expansion registry profiles
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bool authenticating = false;
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bool showPassword = false;
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bool pinAutoSubmitted_ = false;
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// Status
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std::string statusMessage;
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bool statusIsError = false;
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std::string failureReason; // Specific reason from auth handler
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float authTimer = 0.0f; // Timeout tracker
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static constexpr float AUTH_TIMEOUT = 10.0f;
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// Saved password hash (SHA1(UPPER(user):UPPER(pass)) as hex)
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std::string savedPasswordHash;
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bool usingStoredHash = false;
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static constexpr const char* PASSWORD_PLACEHOLDER = "\x01\x01\x01\x01\x01\x01\x01\x01";
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// Saved server-specific profiles
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std::vector<ServerProfile> servers_;
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int selectedServerIndex_ = -1; // -1 = custom/unlisted
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// Callbacks
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std::function<void()> onSuccess;
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/**
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* Attempt authentication
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*/
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void attemptAuth(auth::AuthHandler& authHandler);
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/**
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* Update status message
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*/
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void setStatus(const std::string& message, bool isError = false);
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/**
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* Persist/restore login fields
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*/
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void saveLoginInfo(bool includePasswordHash);
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void loadLoginInfo();
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static std::string getConfigPath();
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bool loginInfoLoaded = false;
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static std::string makeServerKey(const std::string& host, int port);
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void selectServerProfile(int index);
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void upsertCurrentServerProfile(bool includePasswordHash);
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std::string currentExpansionId() const;
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// Background image (Vulkan)
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bool bgInitAttempted = false;
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bool loadBackgroundImage();
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void destroyBackgroundImage();
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rendering::VkContext* bgVkCtx = nullptr;
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VkImage bgImage = VK_NULL_HANDLE;
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VkDeviceMemory bgMemory = VK_NULL_HANDLE;
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VkImageView bgImageView = VK_NULL_HANDLE;
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VkSampler bgSampler = VK_NULL_HANDLE;
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VkDescriptorSet bgDescriptorSet = VK_NULL_HANDLE;
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int bgWidth = 0;
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int bgHeight = 0;
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bool musicInitAttempted = false;
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bool musicPlaying = false;
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bool missingIntroTracksLogged_ = false;
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bool introTracksScanned_ = false;
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std::vector<std::string> introTracks_;
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bool loginMusicVolumeAdjusted_ = false;
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int savedMusicVolume_ = 30;
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// ----- Login-screen graphics settings popup -----
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bool showLoginSettings_ = false;
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// Local copies of the settings keys we expose in the login popup.
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// Loaded on first open; saved on Apply.
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struct LoginGraphicsState {
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int preset = 2; // 0=Custom 1=Low 2=Medium 3=High 4=Ultra
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bool shadows = true;
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float shadowDistance = 300.0f;
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int antiAliasing = 0; // 0=Off 1=2x 2=4x 3=8x
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bool fxaa = false;
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bool normalMapping = true;
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bool pom = true;
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int pomQuality = 1; // 0=Low 1=Medium 2=High
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int upscalingMode = 0; // 0=Off 1=FSR1 2=FSR3
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bool waterRefraction = true;
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int groundClutter = 100; // 0-150
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int brightness = 50; // 0-100
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bool vsync = false;
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bool fullscreen = false;
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};
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LoginGraphicsState loginGfx_;
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bool loginGfxLoaded_ = false;
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void renderLoginSettingsWindow();
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void loadLoginGraphicsState();
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void saveLoginGraphicsState();
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static void applyPresetToState(LoginGraphicsState& s, int preset);
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};
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}} // namespace wowee::ui
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