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https://github.com/Kelsidavis/WoWee.git
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- Refactor UI application architecture: extracted appearance controller into ui_services.hpp + implementation updates - Update UI components and managers to use new service layer: - `action_bar_panel`, `auth_screen`, `character_screen`, `chat_panel`, `combat_ui`, `dialog_manager`, `game_screen`, `settings_panel`, `social_panel`, `toast_manager`, `ui_manager`, `window_manager` - Adjust core application entrypoints: - application.cpp - Update component implementations for new controller flow: - action_bar_panel.cpp, `chat_panel.cpp`, `combat_ui.cpp`, `dialog_manager.cpp`, `game_screen.cpp`, `settings_panel.cpp`, `social_panel.cpp`, `toast_manager.cpp`, `window_manager.cpp` These staged changes implement a major architectural refactor for UI/appearance controller separation
201 lines
6.5 KiB
C++
201 lines
6.5 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 <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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InventoryScreen& inventoryScreen,
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SpellbookScreen& spellbookScreen,
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QuestLogScreen& questLogScreen,
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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 (read/written by GameScreen save/load & settings tab) ----
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bool chatShowTimestamps = false;
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int chatFontSize = 1; // 0=small, 1=medium, 2=large
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bool chatAutoJoinGeneral = true;
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bool chatAutoJoinTrade = true;
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bool chatAutoJoinLocalDefense = true;
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bool chatAutoJoinLFG = true;
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bool chatAutoJoinLocal = true;
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int activeChatTab = 0;
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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. */
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void renderSettingsTab(std::function<void()> saveSettingsFn);
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/** Reset all chat settings to defaults. */
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void restoreDefaults();
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// Section 3.5: UIServices injection (Phase B singleton breaking)
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void setServices(const UIServices& services) { services_ = services; }
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/** Replace $g/$G and $n/$N gender/name placeholders in quest/chat text. */
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std::string replaceGenderPlaceholders(const std::string& text, game::GameHandler& gameHandler);
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private:
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// Section 3.5: Injected UI services (Phase B singleton breaking)
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UIServices services_;
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// ---- Chat input state ----
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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 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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// Tab-completion state
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std::string chatTabPrefix_;
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std::vector<std::string> chatTabMatches_;
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int chatTabMatchIdx_ = -1;
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// Mention notification
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size_t chatMentionSeenCount_ = 0;
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// ---- Chat tabs ----
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struct ChatTab {
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std::string name;
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uint64_t typeMask;
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};
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std::vector<ChatTab> chatTabs_;
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std::vector<int> chatTabUnread_;
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size_t chatTabSeenCount_ = 0;
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void initChatTabs();
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bool shouldShowMessage(const game::MessageChatData& msg, int tabIndex) const;
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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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bool chatWindowLocked_ = true;
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ImVec2 chatWindowPos_ = ImVec2(0.0f, 0.0f);
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bool chatWindowPosInit_ = false;
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// ---- Chat bubbles ----
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struct ChatBubble {
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uint64_t senderGuid = 0;
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std::string message;
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float timeRemaining = 0.0f;
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float totalDuration = 0.0f;
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bool isYell = false;
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};
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std::vector<ChatBubble> chatBubbles_;
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bool chatBubbleCallbackSet_ = false;
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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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InventoryScreen& inventoryScreen,
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SpellbookScreen& spellbookScreen,
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QuestLogScreen& questLogScreen);
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const char* getChatTypeName(game::ChatType type) const;
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ImVec4 getChatTypeColor(game::ChatType type) const;
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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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