Kelsidavis-WoWee/src/ui/character_screen.cpp
Kelsi 751e6fdbde Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00

299 lines
10 KiB
C++

#include "ui/character_screen.hpp"
#include <imgui.h>
#include <cstdlib>
#include <filesystem>
#include <fstream>
#include <iomanip>
#include <sstream>
namespace wowee { namespace ui {
CharacterScreen::CharacterScreen() {
}
void CharacterScreen::render(game::GameHandler& gameHandler) {
// Size the window to fill most of the viewport
ImVec2 vpSize = ImGui::GetMainViewport()->Size;
ImVec2 winSize(vpSize.x * 0.6f, vpSize.y * 0.7f);
if (winSize.x < 700.0f) winSize.x = 700.0f;
if (winSize.y < 500.0f) winSize.y = 500.0f;
ImGui::SetNextWindowSize(winSize, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(
ImVec2(vpSize.x * 0.5f, vpSize.y * 0.5f),
ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
ImGui::Begin("Character Selection", nullptr, ImGuiWindowFlags_NoCollapse);
// Get character list
const auto& characters = gameHandler.getCharacters();
// Request character list if not available
if (characters.empty() && gameHandler.getState() == game::WorldState::READY) {
ImGui::Text("Loading characters...");
gameHandler.requestCharacterList();
ImGui::End();
return;
}
if (characters.empty()) {
ImGui::Text("No characters available.");
// Bottom buttons even when empty
ImGui::Spacing();
if (ImGui::Button("Back", ImVec2(120, 36))) { if (onBack) onBack(); }
ImGui::SameLine();
if (ImGui::Button("Refresh", ImVec2(120, 36))) {
if (gameHandler.getState() == game::WorldState::READY ||
gameHandler.getState() == game::WorldState::CHAR_LIST_RECEIVED) {
gameHandler.requestCharacterList();
setStatus("Refreshing character list...");
}
}
ImGui::SameLine();
if (ImGui::Button("Create Character", ImVec2(160, 36))) { if (onCreateCharacter) onCreateCharacter(); }
ImGui::End();
return;
}
// Restore last-selected character (once per screen visit)
if (!restoredLastCharacter) {
uint64_t lastGuid = loadLastCharacter();
if (lastGuid != 0) {
for (size_t i = 0; i < characters.size(); ++i) {
if (characters[i].guid == lastGuid) {
selectedCharacterIndex = static_cast<int>(i);
selectedCharacterGuid = lastGuid;
break;
}
}
}
// Fall back to first character if nothing matched
if (selectedCharacterIndex < 0) {
selectedCharacterIndex = 0;
selectedCharacterGuid = characters[0].guid;
}
restoredLastCharacter = true;
}
// Status message
if (!statusMessage.empty()) {
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.3f, 1.0f, 0.3f, 1.0f));
ImGui::TextWrapped("%s", statusMessage.c_str());
ImGui::PopStyleColor();
ImGui::Spacing();
}
// ── Two-column layout: character list (left) | details (right) ──
float availW = ImGui::GetContentRegionAvail().x;
float detailPanelW = 260.0f;
float listW = availW - detailPanelW - ImGui::GetStyle().ItemSpacing.x;
if (listW < 300.0f) { listW = availW; detailPanelW = 0.0f; }
float listH = ImGui::GetContentRegionAvail().y - 50.0f; // reserve bottom row for buttons
// ── Left: Character list ──
ImGui::BeginChild("CharList", ImVec2(listW, listH), true);
ImGui::Text("Characters");
ImGui::Separator();
if (ImGui::BeginTable("CharactersTable", 5,
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg |
ImGuiTableFlags_ScrollY | ImGuiTableFlags_SizingStretchProp)) {
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch, 2.0f);
ImGui::TableSetupColumn("Level", ImGuiTableColumnFlags_WidthFixed, 45.0f);
ImGui::TableSetupColumn("Race", ImGuiTableColumnFlags_WidthStretch, 1.0f);
ImGui::TableSetupColumn("Class", ImGuiTableColumnFlags_WidthStretch, 1.2f);
ImGui::TableSetupColumn("Zone", ImGuiTableColumnFlags_WidthFixed, 55.0f);
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableHeadersRow();
for (size_t i = 0; i < characters.size(); ++i) {
const auto& character = characters[i];
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
bool isSelected = (selectedCharacterIndex == static_cast<int>(i));
ImVec4 factionColor = getFactionColor(character.race);
ImGui::PushStyleColor(ImGuiCol_Text, factionColor);
ImGui::PushID(static_cast<int>(i));
if (ImGui::Selectable(character.name.c_str(), isSelected,
ImGuiSelectableFlags_SpanAllColumns)) {
selectedCharacterIndex = static_cast<int>(i);
selectedCharacterGuid = character.guid;
saveLastCharacter(character.guid);
}
// Double-click to enter world
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(0)) {
selectedCharacterIndex = static_cast<int>(i);
selectedCharacterGuid = character.guid;
saveLastCharacter(character.guid);
characterSelected = true;
gameHandler.selectCharacter(character.guid);
if (onCharacterSelected) onCharacterSelected(character.guid);
}
ImGui::PopID();
ImGui::PopStyleColor();
ImGui::TableSetColumnIndex(1);
ImGui::Text("%d", character.level);
ImGui::TableSetColumnIndex(2);
ImGui::Text("%s", game::getRaceName(character.race));
ImGui::TableSetColumnIndex(3);
ImGui::Text("%s", game::getClassName(character.characterClass));
ImGui::TableSetColumnIndex(4);
ImGui::Text("%d", character.zoneId);
}
ImGui::EndTable();
}
ImGui::EndChild();
// ── Right: Details panel ──
if (detailPanelW > 0.0f &&
selectedCharacterIndex >= 0 &&
selectedCharacterIndex < static_cast<int>(characters.size())) {
const auto& character = characters[selectedCharacterIndex];
ImGui::SameLine();
ImGui::BeginChild("CharDetails", ImVec2(detailPanelW, listH), true);
ImGui::TextColored(getFactionColor(character.race), "%s", character.name.c_str());
ImGui::Separator();
ImGui::Spacing();
ImGui::Text("Level %d", character.level);
ImGui::Text("%s", game::getRaceName(character.race));
ImGui::Text("%s", game::getClassName(character.characterClass));
ImGui::Text("%s", game::getGenderName(character.gender));
ImGui::Spacing();
ImGui::Text("Map %d, Zone %d", character.mapId, character.zoneId);
if (character.hasGuild()) {
ImGui::Text("Guild ID: %d", character.guildId);
} else {
ImGui::TextDisabled("No Guild");
}
if (character.hasPet()) {
ImGui::Spacing();
ImGui::Text("Pet Lv%d (Family %d)", character.pet.level, character.pet.family);
}
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Enter World button — full width
float btnW = ImGui::GetContentRegionAvail().x;
if (ImGui::Button("Enter World", ImVec2(btnW, 44))) {
characterSelected = true;
saveLastCharacter(character.guid);
std::stringstream ss;
ss << "Entering world with " << character.name << "...";
setStatus(ss.str());
gameHandler.selectCharacter(character.guid);
if (onCharacterSelected) onCharacterSelected(character.guid);
}
ImGui::Spacing();
// Delete
if (!confirmDelete) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.6f, 0.1f, 0.1f, 1.0f));
if (ImGui::Button("Delete Character", ImVec2(btnW, 36))) {
confirmDelete = true;
}
ImGui::PopStyleColor();
} else {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.0f, 0.0f, 1.0f));
if (ImGui::Button("Confirm Delete?", ImVec2(btnW, 36))) {
if (onDeleteCharacter) onDeleteCharacter(character.guid);
confirmDelete = false;
selectedCharacterIndex = -1;
selectedCharacterGuid = 0;
}
ImGui::PopStyleColor();
if (ImGui::Button("Cancel", ImVec2(btnW, 30))) {
confirmDelete = false;
}
}
ImGui::EndChild();
}
// ── Bottom button row ──
ImGui::Spacing();
if (ImGui::Button("Back", ImVec2(120, 36))) { if (onBack) onBack(); }
ImGui::SameLine();
if (ImGui::Button("Refresh", ImVec2(120, 36))) {
if (gameHandler.getState() == game::WorldState::READY ||
gameHandler.getState() == game::WorldState::CHAR_LIST_RECEIVED) {
gameHandler.requestCharacterList();
setStatus("Refreshing character list...");
}
}
ImGui::SameLine();
if (ImGui::Button("Create Character", ImVec2(160, 36))) {
if (onCreateCharacter) onCreateCharacter();
}
ImGui::End();
}
void CharacterScreen::setStatus(const std::string& message) {
statusMessage = message;
}
ImVec4 CharacterScreen::getFactionColor(game::Race race) const {
// Alliance races: blue
if (race == game::Race::HUMAN ||
race == game::Race::DWARF ||
race == game::Race::NIGHT_ELF ||
race == game::Race::GNOME ||
race == game::Race::DRAENEI) {
return ImVec4(0.3f, 0.5f, 1.0f, 1.0f);
}
// Horde races: red
if (race == game::Race::ORC ||
race == game::Race::UNDEAD ||
race == game::Race::TAUREN ||
race == game::Race::TROLL ||
race == game::Race::BLOOD_ELF) {
return ImVec4(1.0f, 0.3f, 0.3f, 1.0f);
}
return ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
}
std::string CharacterScreen::getConfigDir() {
#ifdef _WIN32
const char* appdata = std::getenv("APPDATA");
return appdata ? std::string(appdata) + "\\wowee" : ".";
#else
const char* home = std::getenv("HOME");
return home ? std::string(home) + "/.wowee" : ".";
#endif
}
void CharacterScreen::saveLastCharacter(uint64_t guid) {
std::string dir = getConfigDir();
std::filesystem::create_directories(dir);
std::ofstream f(dir + "/last_character.cfg");
if (f) f << guid;
}
uint64_t CharacterScreen::loadLastCharacter() {
std::string path = getConfigDir() + "/last_character.cfg";
std::ifstream f(path);
uint64_t guid = 0;
if (f) f >> guid;
return guid;
}
}} // namespace wowee::ui