Kelsidavis-WoWee/include/ui/combat_ui.hpp
Paul 1c0e9dd1df chore(application): extract appearance controller and unify UI flow
- 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
2026-04-01 20:59:17 +03:00

83 lines
2.8 KiB
C++

#pragma once
#include "ui/ui_services.hpp"
#include <imgui.h>
#include <vulkan/vulkan.h>
#include <string>
#include <vector>
#include <cstdint>
#include <functional>
namespace wowee {
namespace game { class GameHandler; }
namespace pipeline { class AssetManager; }
namespace ui {
class SettingsPanel;
class SpellbookScreen;
/**
* Combat UI overlay manager (extracted from GameScreen)
*
* Owns all combat-related rendering:
* cast bar, cooldown tracker, raid warning overlay, floating combat text,
* DPS/HPS meter, buff bar, battleground score HUD, combat log,
* threat window, BG scoreboard.
*/
class CombatUI {
public:
CombatUI() = default;
// ---- Callback type for spell icon lookup (stays in GameScreen) ----
using SpellIconFn = std::function<VkDescriptorSet(uint32_t spellId, pipeline::AssetManager*)>;
// ---- Toggle booleans (written by slash commands / escape handler / settings) ----
bool showCombatLog_ = false;
bool showThreatWindow_ = false;
bool showBgScoreboard_ = false;
// ---- Raid Warning / Boss Emote big-text overlay ----
struct RaidWarnEntry {
std::string text;
float age = 0.0f;
bool isBossEmote = false;
static constexpr float LIFETIME = 5.0f;
};
std::vector<RaidWarnEntry> raidWarnEntries_;
bool raidWarnCallbackSet_ = false;
size_t raidWarnChatSeenCount_ = 0;
// ---- DPS meter state ----
float dpsCombatAge_ = 0.0f;
bool dpsWasInCombat_ = false;
float dpsEncounterDamage_ = 0.0f;
float dpsEncounterHeal_ = 0.0f;
size_t dpsLogSeenCount_ = 0;
// ---- Public render methods ----
void renderCastBar(game::GameHandler& gameHandler, SpellIconFn getSpellIcon);
void renderCooldownTracker(game::GameHandler& gameHandler,
const SettingsPanel& settings,
SpellIconFn getSpellIcon);
void renderRaidWarningOverlay(game::GameHandler& gameHandler);
void renderCombatText(game::GameHandler& gameHandler);
void renderDPSMeter(game::GameHandler& gameHandler,
const SettingsPanel& settings);
void renderBuffBar(game::GameHandler& gameHandler,
SpellbookScreen& spellbookScreen,
SpellIconFn getSpellIcon);
void renderBattlegroundScore(game::GameHandler& gameHandler);
void renderCombatLog(game::GameHandler& gameHandler,
SpellbookScreen& spellbookScreen);
void renderThreatWindow(game::GameHandler& gameHandler);
void renderBgScoreboard(game::GameHandler& gameHandler);
// Section 3.5: UIServices injection (Phase B singleton breaking)
void setServices(const UIServices& services) { services_ = services; }
private:
UIServices services_;
};
} // namespace ui
} // namespace wowee