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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
83 lines
2.8 KiB
C++
83 lines
2.8 KiB
C++
#pragma once
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#include "ui/ui_services.hpp"
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#include <imgui.h>
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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 <cstdint>
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#include <functional>
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namespace wowee {
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namespace game { class GameHandler; }
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namespace pipeline { class AssetManager; }
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namespace ui {
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class SettingsPanel;
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class SpellbookScreen;
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/**
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* Combat UI overlay manager (extracted from GameScreen)
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*
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* Owns all combat-related rendering:
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* cast bar, cooldown tracker, raid warning overlay, floating combat text,
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* DPS/HPS meter, buff bar, battleground score HUD, combat log,
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* threat window, BG scoreboard.
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*/
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class CombatUI {
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public:
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CombatUI() = default;
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// ---- Callback type for spell icon lookup (stays in GameScreen) ----
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using SpellIconFn = std::function<VkDescriptorSet(uint32_t spellId, pipeline::AssetManager*)>;
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// ---- Toggle booleans (written by slash commands / escape handler / settings) ----
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bool showCombatLog_ = false;
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bool showThreatWindow_ = false;
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bool showBgScoreboard_ = false;
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// ---- Raid Warning / Boss Emote big-text overlay ----
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struct RaidWarnEntry {
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std::string text;
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float age = 0.0f;
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bool isBossEmote = false;
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static constexpr float LIFETIME = 5.0f;
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};
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std::vector<RaidWarnEntry> raidWarnEntries_;
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bool raidWarnCallbackSet_ = false;
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size_t raidWarnChatSeenCount_ = 0;
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// ---- DPS meter state ----
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float dpsCombatAge_ = 0.0f;
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bool dpsWasInCombat_ = false;
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float dpsEncounterDamage_ = 0.0f;
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float dpsEncounterHeal_ = 0.0f;
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size_t dpsLogSeenCount_ = 0;
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// ---- Public render methods ----
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void renderCastBar(game::GameHandler& gameHandler, SpellIconFn getSpellIcon);
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void renderCooldownTracker(game::GameHandler& gameHandler,
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const SettingsPanel& settings,
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SpellIconFn getSpellIcon);
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void renderRaidWarningOverlay(game::GameHandler& gameHandler);
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void renderCombatText(game::GameHandler& gameHandler);
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void renderDPSMeter(game::GameHandler& gameHandler,
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const SettingsPanel& settings);
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void renderBuffBar(game::GameHandler& gameHandler,
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SpellbookScreen& spellbookScreen,
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SpellIconFn getSpellIcon);
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void renderBattlegroundScore(game::GameHandler& gameHandler);
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void renderCombatLog(game::GameHandler& gameHandler,
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SpellbookScreen& spellbookScreen);
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void renderThreatWindow(game::GameHandler& gameHandler);
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void renderBgScoreboard(game::GameHandler& gameHandler);
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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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private:
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UIServices services_;
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};
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} // namespace ui
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} // namespace wowee
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