Kelsidavis-WoWee/include/ui/ui_manager.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

103 lines
2.9 KiB
C++

#pragma once
#include "ui/auth_screen.hpp"
#include "ui/realm_screen.hpp"
#include "ui/character_create_screen.hpp"
#include "ui/character_screen.hpp"
#include "ui/game_screen.hpp"
#include "ui/ui_services.hpp"
#include <memory>
// Forward declare SDL_Event
union SDL_Event;
namespace wowee {
// Forward declarations
namespace core { class Window; class AppearanceComposer; enum class AppState; }
namespace auth { class AuthHandler; }
namespace game { class GameHandler; }
namespace ui {
/**
* UIManager - Manages all UI screens and ImGui rendering
*
* Coordinates screen transitions and rendering based on application state
*/
class UIManager {
public:
UIManager();
~UIManager();
/**
* Initialize ImGui and UI screens
* @param window Window instance for ImGui initialization
*/
bool initialize(core::Window* window);
/**
* Shutdown ImGui and cleanup
*/
void shutdown();
/**
* Update UI state
* @param deltaTime Time since last frame in seconds
*/
void update(float deltaTime);
/**
* Render UI based on current application state
* @param appState Current application state
* @param authHandler Authentication handler reference
* @param gameHandler Game handler reference
*/
void render(core::AppState appState, auth::AuthHandler* authHandler, game::GameHandler* gameHandler);
/**
* Process SDL event for ImGui
* @param event SDL event to process
*/
void processEvent(const SDL_Event& event);
/**
* Get screen instances for callback setup
*/
AuthScreen& getAuthScreen() { return *authScreen; }
RealmScreen& getRealmScreen() { return *realmScreen; }
CharacterCreateScreen& getCharacterCreateScreen() { return *characterCreateScreen; }
CharacterScreen& getCharacterScreen() { return *characterScreen; }
GameScreen& getGameScreen() { return *gameScreen; }
// Dependency injection forwarding (Phase A singleton breaking)
void setAppearanceComposer(core::AppearanceComposer* ac) {
if (gameScreen) gameScreen->setAppearanceComposer(ac);
}
// Section 3.5: UIServices injection (Phase B singleton breaking)
void setServices(const UIServices& services) {
services_ = services;
if (gameScreen) gameScreen->setServices(services);
if (authScreen) authScreen->setServices(services);
if (characterScreen) characterScreen->setServices(services);
}
const UIServices& getServices() const { return services_; }
private:
core::Window* window = nullptr;
UIServices services_; // Section 3.5: Injected services
// UI Screens
std::unique_ptr<AuthScreen> authScreen;
std::unique_ptr<RealmScreen> realmScreen;
std::unique_ptr<CharacterCreateScreen> characterCreateScreen;
std::unique_ptr<CharacterScreen> characterScreen;
std::unique_ptr<GameScreen> gameScreen;
// ImGui state
bool imguiInitialized = false;
};
} // namespace ui
} // namespace wowee