Kelsidavis-WoWee/src/ui/game_screen.cpp
Kelsi 9741c8ee7c Implement comprehensive audio control panel with tabbed settings interface
Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.

Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab

Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
2026-02-09 17:07:22 -08:00

4563 lines
189 KiB
C++

#include "ui/game_screen.hpp"
#include "rendering/character_preview.hpp"
#include "core/application.hpp"
#include "core/coordinates.hpp"
#include "core/spawn_presets.hpp"
#include "core/input.hpp"
#include "rendering/renderer.hpp"
#include "rendering/minimap.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/camera.hpp"
#include "rendering/camera_controller.hpp"
#include "audio/music_manager.hpp"
#include "audio/footstep_manager.hpp"
#include "audio/activity_sound_manager.hpp"
#include "audio/mount_sound_manager.hpp"
#include "audio/npc_voice_manager.hpp"
#include "audio/ambient_sound_manager.hpp"
#include "audio/ui_sound_manager.hpp"
#include "audio/combat_sound_manager.hpp"
#include "audio/spell_sound_manager.hpp"
#include "audio/movement_sound_manager.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/blp_loader.hpp"
#include "core/logger.hpp"
#include <imgui.h>
#include <algorithm>
#include <cmath>
#include <cstring>
#include <cstdlib>
#include <filesystem>
#include <fstream>
#include <unordered_set>
namespace {
bool raySphereIntersect(const wowee::rendering::Ray& ray, const glm::vec3& center, float radius, float& tOut) {
glm::vec3 oc = ray.origin - center;
float b = glm::dot(oc, ray.direction);
float c = glm::dot(oc, oc) - radius * radius;
float discriminant = b * b - c;
if (discriminant < 0.0f) return false;
float t = -b - std::sqrt(discriminant);
if (t < 0.0f) t = -b + std::sqrt(discriminant);
if (t < 0.0f) return false;
tOut = t;
return true;
}
std::string getEntityName(const std::shared_ptr<wowee::game::Entity>& entity) {
if (entity->getType() == wowee::game::ObjectType::PLAYER) {
auto player = std::static_pointer_cast<wowee::game::Player>(entity);
if (!player->getName().empty()) return player->getName();
} else if (entity->getType() == wowee::game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<wowee::game::Unit>(entity);
if (!unit->getName().empty()) return unit->getName();
} else if (entity->getType() == wowee::game::ObjectType::GAMEOBJECT) {
auto go = std::static_pointer_cast<wowee::game::GameObject>(entity);
if (!go->getName().empty()) return go->getName();
}
return "Unknown";
}
}
namespace wowee { namespace ui {
GameScreen::GameScreen() {
loadSettings();
}
void GameScreen::render(game::GameHandler& gameHandler) {
// Apply UI transparency setting
float prevAlpha = ImGui::GetStyle().Alpha;
ImGui::GetStyle().Alpha = uiOpacity_;
// Process targeting input before UI windows
processTargetInput(gameHandler);
// Player unit frame (top-left)
renderPlayerFrame(gameHandler);
// Target frame (only when we have a target)
if (gameHandler.hasTarget()) {
renderTargetFrame(gameHandler);
}
// Render windows
if (showPlayerInfo) {
renderPlayerInfo(gameHandler);
}
if (showEntityWindow) {
renderEntityList(gameHandler);
}
if (showChatWindow) {
renderChatWindow(gameHandler);
}
// ---- New UI elements ----
renderActionBar(gameHandler);
renderXpBar(gameHandler);
renderCastBar(gameHandler);
renderCombatText(gameHandler);
renderPartyFrames(gameHandler);
renderGroupInvitePopup(gameHandler);
renderBuffBar(gameHandler);
renderLootWindow(gameHandler);
renderGossipWindow(gameHandler);
renderQuestDetailsWindow(gameHandler);
renderQuestRequestItemsWindow(gameHandler);
renderQuestOfferRewardWindow(gameHandler);
renderVendorWindow(gameHandler);
renderTrainerWindow(gameHandler);
renderTaxiWindow(gameHandler);
renderQuestMarkers(gameHandler);
renderMinimapMarkers(gameHandler);
renderDeathScreen(gameHandler);
renderResurrectDialog(gameHandler);
renderEscapeMenu();
renderSettingsWindow();
// World map (M key toggle handled inside)
renderWorldMap(gameHandler);
// Quest Log (L key toggle handled inside)
questLogScreen.render(gameHandler);
// Spellbook (P key toggle handled inside)
spellbookScreen.render(gameHandler, core::Application::getInstance().getAssetManager());
// Talents (N key toggle handled inside)
talentScreen.render(gameHandler);
// Set up inventory screen asset manager + player appearance (re-init on character switch)
{
uint64_t activeGuid = gameHandler.getActiveCharacterGuid();
if (activeGuid != 0 && activeGuid != inventoryScreenCharGuid_) {
auto* am = core::Application::getInstance().getAssetManager();
if (am) {
inventoryScreen.setAssetManager(am);
const auto* ch = gameHandler.getActiveCharacter();
if (ch) {
uint8_t skin = ch->appearanceBytes & 0xFF;
uint8_t face = (ch->appearanceBytes >> 8) & 0xFF;
uint8_t hairStyle = (ch->appearanceBytes >> 16) & 0xFF;
uint8_t hairColor = (ch->appearanceBytes >> 24) & 0xFF;
inventoryScreen.setPlayerAppearance(
ch->race, ch->gender, skin, face,
hairStyle, hairColor, ch->facialFeatures);
inventoryScreenCharGuid_ = activeGuid;
}
}
}
}
// Set vendor mode before rendering inventory
inventoryScreen.setVendorMode(gameHandler.isVendorWindowOpen(), &gameHandler);
// Auto-open bags when vendor window opens
if (gameHandler.isVendorWindowOpen() && !inventoryScreen.isOpen()) {
inventoryScreen.setOpen(true);
}
// Bags (B key toggle handled inside)
inventoryScreen.setGameHandler(&gameHandler);
inventoryScreen.render(gameHandler.getInventory(), gameHandler.getMoneyCopper());
// Character screen (C key toggle handled inside render())
inventoryScreen.renderCharacterScreen(gameHandler);
if (inventoryScreen.consumeEquipmentDirty() || gameHandler.consumeOnlineEquipmentDirty()) {
updateCharacterGeosets(gameHandler.getInventory());
updateCharacterTextures(gameHandler.getInventory());
core::Application::getInstance().loadEquippedWeapons();
inventoryScreen.markPreviewDirty();
// Update renderer weapon type for animation selection
auto* r = core::Application::getInstance().getRenderer();
if (r) {
const auto& mh = gameHandler.getInventory().getEquipSlot(game::EquipSlot::MAIN_HAND);
r->setEquippedWeaponType(mh.empty() ? 0 : mh.item.inventoryType);
}
}
// Update renderer face-target position and selection circle
auto* renderer = core::Application::getInstance().getRenderer();
if (renderer) {
renderer->setInCombat(gameHandler.isAutoAttacking());
static glm::vec3 targetGLPos;
if (gameHandler.hasTarget()) {
auto target = gameHandler.getTarget();
if (target) {
targetGLPos = core::coords::canonicalToRender(glm::vec3(target->getX(), target->getY(), target->getZ()));
renderer->setTargetPosition(&targetGLPos);
// Selection circle color: WoW-canonical level-based colors
glm::vec3 circleColor(1.0f, 1.0f, 0.3f); // default yellow
float circleRadius = 1.5f;
{
glm::vec3 boundsCenter;
float boundsRadius = 0.0f;
if (core::Application::getInstance().getRenderBoundsForGuid(target->getGuid(), boundsCenter, boundsRadius)) {
float r = boundsRadius * 1.1f;
circleRadius = std::min(std::max(r, 0.8f), 8.0f);
}
}
if (target->getType() == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(target);
if (unit->getHealth() == 0 && unit->getMaxHealth() > 0) {
circleColor = glm::vec3(0.5f, 0.5f, 0.5f); // gray (dead)
} else if (unit->isHostile() || gameHandler.isAggressiveTowardPlayer(target->getGuid())) {
uint32_t playerLv = gameHandler.getPlayerLevel();
uint32_t mobLv = unit->getLevel();
int32_t diff = static_cast<int32_t>(mobLv) - static_cast<int32_t>(playerLv);
if (game::GameHandler::killXp(playerLv, mobLv) == 0) {
circleColor = glm::vec3(0.6f, 0.6f, 0.6f); // grey
} else if (diff >= 10) {
circleColor = glm::vec3(1.0f, 0.1f, 0.1f); // red
} else if (diff >= 5) {
circleColor = glm::vec3(1.0f, 0.5f, 0.1f); // orange
} else if (diff >= -2) {
circleColor = glm::vec3(1.0f, 1.0f, 0.1f); // yellow
} else {
circleColor = glm::vec3(0.3f, 1.0f, 0.3f); // green
}
} else {
circleColor = glm::vec3(0.3f, 1.0f, 0.3f); // green (friendly)
}
} else if (target->getType() == game::ObjectType::PLAYER) {
circleColor = glm::vec3(0.3f, 1.0f, 0.3f); // green (player)
}
renderer->setSelectionCircle(targetGLPos, circleRadius, circleColor);
} else {
renderer->setTargetPosition(nullptr);
renderer->clearSelectionCircle();
}
} else {
renderer->setTargetPosition(nullptr);
renderer->clearSelectionCircle();
}
}
// Restore previous alpha
ImGui::GetStyle().Alpha = prevAlpha;
}
void GameScreen::renderPlayerInfo(game::GameHandler& gameHandler) {
ImGui::SetNextWindowSize(ImVec2(350, 250), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(10, 30), ImGuiCond_FirstUseEver);
ImGui::Begin("Player Info", &showPlayerInfo);
const auto& movement = gameHandler.getMovementInfo();
ImGui::Text("Position & Movement");
ImGui::Separator();
ImGui::Spacing();
// Position
ImGui::Text("Position:");
ImGui::Indent();
ImGui::Text("X: %.2f", movement.x);
ImGui::Text("Y: %.2f", movement.y);
ImGui::Text("Z: %.2f", movement.z);
ImGui::Text("Orientation: %.2f rad (%.1f deg)", movement.orientation, movement.orientation * 180.0f / 3.14159f);
ImGui::Unindent();
ImGui::Spacing();
// Movement flags
ImGui::Text("Movement Flags: 0x%08X", movement.flags);
ImGui::Text("Time: %u ms", movement.time);
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Connection state
ImGui::Text("Connection State:");
ImGui::Indent();
auto state = gameHandler.getState();
switch (state) {
case game::WorldState::IN_WORLD:
ImGui::TextColored(ImVec4(0.3f, 1.0f, 0.3f, 1.0f), "In World");
break;
case game::WorldState::AUTHENTICATED:
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f), "Authenticated");
break;
case game::WorldState::ENTERING_WORLD:
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f), "Entering World...");
break;
default:
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "State: %d", static_cast<int>(state));
break;
}
ImGui::Unindent();
ImGui::End();
}
void GameScreen::renderEntityList(game::GameHandler& gameHandler) {
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(10, 290), ImGuiCond_FirstUseEver);
ImGui::Begin("Entities", &showEntityWindow);
const auto& entityManager = gameHandler.getEntityManager();
const auto& entities = entityManager.getEntities();
ImGui::Text("Entities in View: %zu", entities.size());
ImGui::Separator();
ImGui::Spacing();
if (entities.empty()) {
ImGui::TextDisabled("No entities in view");
} else {
// Entity table
if (ImGui::BeginTable("EntitiesTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY)) {
ImGui::TableSetupColumn("GUID", ImGuiTableColumnFlags_WidthFixed, 140.0f);
ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, 100.0f);
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Position", ImGuiTableColumnFlags_WidthFixed, 150.0f);
ImGui::TableSetupColumn("Distance", ImGuiTableColumnFlags_WidthFixed, 80.0f);
ImGui::TableHeadersRow();
const auto& playerMovement = gameHandler.getMovementInfo();
float playerX = playerMovement.x;
float playerY = playerMovement.y;
float playerZ = playerMovement.z;
for (const auto& [guid, entity] : entities) {
ImGui::TableNextRow();
// GUID
ImGui::TableSetColumnIndex(0);
char guidStr[24];
snprintf(guidStr, sizeof(guidStr), "0x%016llX", (unsigned long long)guid);
ImGui::Text("%s", guidStr);
// Type
ImGui::TableSetColumnIndex(1);
switch (entity->getType()) {
case game::ObjectType::PLAYER:
ImGui::TextColored(ImVec4(0.3f, 1.0f, 0.3f, 1.0f), "Player");
break;
case game::ObjectType::UNIT:
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f), "Unit");
break;
case game::ObjectType::GAMEOBJECT:
ImGui::TextColored(ImVec4(0.3f, 0.8f, 1.0f, 1.0f), "GameObject");
break;
default:
ImGui::Text("Object");
break;
}
// Name (for players and units)
ImGui::TableSetColumnIndex(2);
if (entity->getType() == game::ObjectType::PLAYER) {
auto player = std::static_pointer_cast<game::Player>(entity);
ImGui::Text("%s", player->getName().c_str());
} else if (entity->getType() == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(entity);
if (!unit->getName().empty()) {
ImGui::Text("%s", unit->getName().c_str());
} else {
ImGui::TextDisabled("--");
}
} else {
ImGui::TextDisabled("--");
}
// Position
ImGui::TableSetColumnIndex(3);
ImGui::Text("%.1f, %.1f, %.1f", entity->getX(), entity->getY(), entity->getZ());
// Distance from player
ImGui::TableSetColumnIndex(4);
float dx = entity->getX() - playerX;
float dy = entity->getY() - playerY;
float dz = entity->getZ() - playerZ;
float distance = std::sqrt(dx*dx + dy*dy + dz*dz);
ImGui::Text("%.1f", distance);
}
ImGui::EndTable();
}
}
ImGui::End();
}
void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
float chatW = std::min(500.0f, screenW * 0.4f);
float chatH = 220.0f;
float chatX = 8.0f;
float chatY = screenH - chatH - 80.0f; // Above action bar
if (!chatWindowPosInit_) {
chatWindowPos_ = ImVec2(chatX, chatY);
chatWindowPosInit_ = true;
}
if (chatWindowLocked) {
ImGui::SetNextWindowSize(ImVec2(chatW, chatH), ImGuiCond_Always);
ImGui::SetNextWindowPos(chatWindowPos_, ImGuiCond_Always);
} else {
ImGui::SetNextWindowSize(ImVec2(chatW, chatH), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(chatWindowPos_, ImGuiCond_FirstUseEver);
}
ImGuiWindowFlags flags = ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize;
if (chatWindowLocked) {
flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar;
}
ImGui::Begin("Chat", nullptr, flags);
if (!chatWindowLocked) {
chatWindowPos_ = ImGui::GetWindowPos();
}
// Chat history
const auto& chatHistory = gameHandler.getChatHistory();
ImGui::BeginChild("ChatHistory", ImVec2(0, -70), true, ImGuiWindowFlags_HorizontalScrollbar);
bool chatHistoryHovered = ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem);
// Helper: render text with clickable URLs
auto renderTextWithLinks = [](const std::string& text, const ImVec4& color) {
size_t pos = 0;
while (pos < text.size()) {
// Find next URL (http:// or https://)
size_t urlStart = std::string::npos;
size_t httpPos = text.find("http://", pos);
size_t httpsPos = text.find("https://", pos);
if (httpPos != std::string::npos && (httpsPos == std::string::npos || httpPos < httpsPos))
urlStart = httpPos;
else if (httpsPos != std::string::npos)
urlStart = httpsPos;
if (urlStart == std::string::npos) {
// No more URLs, render remaining text
std::string remaining = text.substr(pos);
if (!remaining.empty()) {
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextWrapped("%s", remaining.c_str());
ImGui::PopStyleColor();
}
break;
}
// Render text before URL
if (urlStart > pos) {
std::string before = text.substr(pos, urlStart - pos);
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextWrapped("%s", before.c_str());
ImGui::PopStyleColor();
}
// Find end of URL (space, newline, or end of string)
size_t urlEnd = text.find_first_of(" \t\n\r", urlStart);
if (urlEnd == std::string::npos) urlEnd = text.size();
std::string url = text.substr(urlStart, urlEnd - urlStart);
// Render URL as clickable link
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.4f, 0.7f, 1.0f, 1.0f));
ImGui::TextWrapped("%s", url.c_str());
if (ImGui::IsItemHovered()) {
ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
ImGui::SetTooltip("Open: %s", url.c_str());
}
if (ImGui::IsItemClicked()) {
std::string cmd = "xdg-open '" + url + "' &";
system(cmd.c_str());
}
ImGui::PopStyleColor();
pos = urlEnd;
}
};
for (const auto& msg : chatHistory) {
ImVec4 color = getChatTypeColor(msg.type);
if (msg.type == game::ChatType::SYSTEM) {
renderTextWithLinks(msg.message, color);
} else if (msg.type == game::ChatType::TEXT_EMOTE) {
std::string full = "You " + msg.message;
renderTextWithLinks(full, color);
} else if (!msg.senderName.empty()) {
if (msg.type == game::ChatType::MONSTER_SAY || msg.type == game::ChatType::MONSTER_YELL) {
std::string prefix = msg.senderName + " says: ";
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextWrapped("%s", prefix.c_str());
ImGui::PopStyleColor();
ImGui::SameLine(0, 0);
renderTextWithLinks(msg.message, color);
} else {
std::string prefix = "[" + std::string(getChatTypeName(msg.type)) + "] " + msg.senderName + ": ";
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextWrapped("%s", prefix.c_str());
ImGui::PopStyleColor();
ImGui::SameLine(0, 0);
renderTextWithLinks(msg.message, color);
}
} else {
std::string prefix = "[" + std::string(getChatTypeName(msg.type)) + "] ";
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextWrapped("%s", prefix.c_str());
ImGui::PopStyleColor();
ImGui::SameLine(0, 0);
renderTextWithLinks(msg.message, color);
}
}
// Auto-scroll to bottom
if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) {
ImGui::SetScrollHereY(1.0f);
}
ImGui::EndChild();
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Lock toggle
ImGui::Checkbox("Lock", &chatWindowLocked);
ImGui::SameLine();
ImGui::TextDisabled(chatWindowLocked ? "(locked)" : "(movable)");
// Chat input
ImGui::Text("Type:");
ImGui::SameLine();
ImGui::SetNextItemWidth(100);
const char* chatTypes[] = { "SAY", "YELL", "PARTY", "GUILD", "WHISPER", "RAID", "OFFICER", "BATTLEGROUND", "RAID WARNING", "INSTANCE" };
ImGui::Combo("##ChatType", &selectedChatType, chatTypes, 10);
// Auto-fill whisper target when switching to WHISPER mode
if (selectedChatType == 4 && lastChatType != 4) {
// Just switched to WHISPER mode
if (gameHandler.hasTarget()) {
auto target = gameHandler.getTarget();
if (target && target->getType() == game::ObjectType::PLAYER) {
auto player = std::static_pointer_cast<game::Player>(target);
if (!player->getName().empty()) {
strncpy(whisperTargetBuffer, player->getName().c_str(), sizeof(whisperTargetBuffer) - 1);
whisperTargetBuffer[sizeof(whisperTargetBuffer) - 1] = '\0';
}
}
}
}
lastChatType = selectedChatType;
// Show whisper target field if WHISPER is selected
if (selectedChatType == 4) {
ImGui::SameLine();
ImGui::Text("To:");
ImGui::SameLine();
ImGui::SetNextItemWidth(120);
ImGui::InputText("##WhisperTarget", whisperTargetBuffer, sizeof(whisperTargetBuffer));
}
ImGui::SameLine();
ImGui::Text("Message:");
ImGui::SameLine();
ImGui::SetNextItemWidth(-1);
if (refocusChatInput) {
ImGui::SetKeyboardFocusHere();
refocusChatInput = false;
}
// Detect chat channel prefix as user types and switch the dropdown
{
std::string buf(chatInputBuffer);
if (buf.size() >= 2 && buf[0] == '/') {
// Find the command and check if there's a space after it
size_t sp = buf.find(' ', 1);
if (sp != std::string::npos) {
std::string cmd = buf.substr(1, sp - 1);
for (char& c : cmd) c = std::tolower(c);
int detected = -1;
if (cmd == "s" || cmd == "say") detected = 0;
else if (cmd == "y" || cmd == "yell" || cmd == "shout") detected = 1;
else if (cmd == "p" || cmd == "party") detected = 2;
else if (cmd == "g" || cmd == "guild") detected = 3;
else if (cmd == "w" || cmd == "whisper" || cmd == "tell" || cmd == "t") detected = 4;
else if (cmd == "raid" || cmd == "rsay" || cmd == "ra") detected = 5;
else if (cmd == "o" || cmd == "officer" || cmd == "osay") detected = 6;
else if (cmd == "bg" || cmd == "battleground") detected = 7;
else if (cmd == "rw" || cmd == "raidwarning") detected = 8;
else if (cmd == "i" || cmd == "instance") detected = 9;
if (detected >= 0 && selectedChatType != detected) {
selectedChatType = detected;
// Strip the prefix, keep only the message part
std::string remaining = buf.substr(sp + 1);
// For whisper, first word after /w is the target
if (detected == 4) {
size_t msgStart = remaining.find(' ');
if (msgStart != std::string::npos) {
std::string wTarget = remaining.substr(0, msgStart);
strncpy(whisperTargetBuffer, wTarget.c_str(), sizeof(whisperTargetBuffer) - 1);
whisperTargetBuffer[sizeof(whisperTargetBuffer) - 1] = '\0';
remaining = remaining.substr(msgStart + 1);
} else {
// Just the target name so far, no message yet
strncpy(whisperTargetBuffer, remaining.c_str(), sizeof(whisperTargetBuffer) - 1);
whisperTargetBuffer[sizeof(whisperTargetBuffer) - 1] = '\0';
remaining = "";
}
}
strncpy(chatInputBuffer, remaining.c_str(), sizeof(chatInputBuffer) - 1);
chatInputBuffer[sizeof(chatInputBuffer) - 1] = '\0';
chatInputMoveCursorToEnd = true;
}
}
}
}
// Color the input text based on current chat type
ImVec4 inputColor;
switch (selectedChatType) {
case 1: inputColor = ImVec4(1.0f, 0.3f, 0.3f, 1.0f); break; // YELL - red
case 2: inputColor = ImVec4(0.4f, 0.6f, 1.0f, 1.0f); break; // PARTY - blue
case 3: inputColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f); break; // GUILD - green
case 4: inputColor = ImVec4(1.0f, 0.5f, 1.0f, 1.0f); break; // WHISPER - pink
case 5: inputColor = ImVec4(1.0f, 0.5f, 0.0f, 1.0f); break; // RAID - orange
case 6: inputColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f); break; // OFFICER - green
case 7: inputColor = ImVec4(1.0f, 0.5f, 0.0f, 1.0f); break; // BG - orange
case 8: inputColor = ImVec4(1.0f, 0.3f, 0.0f, 1.0f); break; // RAID WARNING - red-orange
case 9: inputColor = ImVec4(0.4f, 0.6f, 1.0f, 1.0f); break; // INSTANCE - blue
default: inputColor = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); break; // SAY - white
}
ImGui::PushStyleColor(ImGuiCol_Text, inputColor);
auto inputCallback = [](ImGuiInputTextCallbackData* data) -> int {
auto* self = static_cast<GameScreen*>(data->UserData);
if (self && self->chatInputMoveCursorToEnd) {
int len = static_cast<int>(std::strlen(data->Buf));
data->CursorPos = len;
data->SelectionStart = len;
data->SelectionEnd = len;
self->chatInputMoveCursorToEnd = false;
}
return 0;
};
ImGuiInputTextFlags inputFlags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackAlways;
if (ImGui::InputText("##ChatInput", chatInputBuffer, sizeof(chatInputBuffer), inputFlags, inputCallback, this)) {
sendChatMessage(gameHandler);
refocusChatInput = true;
}
ImGui::PopStyleColor();
if (ImGui::IsItemActive()) {
chatInputActive = true;
} else {
chatInputActive = false;
}
// Click in chat history area (received messages) → focus input.
{
if (chatHistoryHovered && ImGui::IsMouseClicked(0)) {
refocusChatInput = true;
}
}
ImGui::End();
}
void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
auto& io = ImGui::GetIO();
auto& input = core::Input::getInstance();
// Tab targeting (when keyboard not captured by UI)
if (!io.WantCaptureKeyboard) {
if (input.isKeyJustPressed(SDL_SCANCODE_TAB)) {
const auto& movement = gameHandler.getMovementInfo();
gameHandler.tabTarget(movement.x, movement.y, movement.z);
}
if (input.isKeyJustPressed(SDL_SCANCODE_ESCAPE)) {
if (showEscapeMenu) {
showEscapeMenu = false;
showEscapeSettingsNotice = false;
showSettingsWindow = false;
} else if (gameHandler.isCasting()) {
gameHandler.cancelCast();
} else if (gameHandler.isLootWindowOpen()) {
gameHandler.closeLoot();
} else if (gameHandler.isGossipWindowOpen()) {
gameHandler.closeGossip();
} else {
showEscapeMenu = true;
}
}
// Action bar keys (1-9, 0, -, =)
static const SDL_Scancode actionBarKeys[] = {
SDL_SCANCODE_1, SDL_SCANCODE_2, SDL_SCANCODE_3, SDL_SCANCODE_4,
SDL_SCANCODE_5, SDL_SCANCODE_6, SDL_SCANCODE_7, SDL_SCANCODE_8,
SDL_SCANCODE_9, SDL_SCANCODE_0, SDL_SCANCODE_MINUS, SDL_SCANCODE_EQUALS
};
for (int i = 0; i < 12; ++i) {
if (input.isKeyJustPressed(actionBarKeys[i])) {
const auto& bar = gameHandler.getActionBar();
if (bar[i].type == game::ActionBarSlot::SPELL && bar[i].isReady()) {
uint64_t target = gameHandler.hasTarget() ? gameHandler.getTargetGuid() : 0;
gameHandler.castSpell(bar[i].id, target);
} else if (bar[i].type == game::ActionBarSlot::ITEM && bar[i].id != 0) {
gameHandler.useItemById(bar[i].id);
}
}
}
}
// Slash key: focus chat input
if (!io.WantCaptureKeyboard && input.isKeyJustPressed(SDL_SCANCODE_SLASH)) {
refocusChatInput = true;
chatInputBuffer[0] = '/';
chatInputBuffer[1] = '\0';
chatInputMoveCursorToEnd = true;
}
// Enter key: focus chat input (empty)
if (!io.WantCaptureKeyboard && input.isKeyJustPressed(SDL_SCANCODE_RETURN)) {
refocusChatInput = true;
}
// Left-click targeting: only on mouse-up if the mouse didn't drag (camera rotate)
// Record press position on mouse-down
if (!io.WantCaptureMouse && input.isMouseButtonJustPressed(SDL_BUTTON_LEFT) && !input.isMouseButtonPressed(SDL_BUTTON_RIGHT)) {
leftClickPressPos_ = input.getMousePosition();
leftClickWasPress_ = true;
}
// On mouse-up, check if it was a click (not a drag)
if (leftClickWasPress_ && input.isMouseButtonJustReleased(SDL_BUTTON_LEFT)) {
leftClickWasPress_ = false;
glm::vec2 releasePos = input.getMousePosition();
float dragDist = glm::length(releasePos - leftClickPressPos_);
constexpr float CLICK_THRESHOLD = 5.0f; // pixels
if (dragDist < CLICK_THRESHOLD) {
auto* renderer = core::Application::getInstance().getRenderer();
auto* camera = renderer ? renderer->getCamera() : nullptr;
auto* window = core::Application::getInstance().getWindow();
if (camera && window) {
float screenW = static_cast<float>(window->getWidth());
float screenH = static_cast<float>(window->getHeight());
rendering::Ray ray = camera->screenToWorldRay(leftClickPressPos_.x, leftClickPressPos_.y, screenW, screenH);
float closestT = 1e30f;
uint64_t closestGuid = 0;
const uint64_t myGuid = gameHandler.getPlayerGuid();
for (const auto& [guid, entity] : gameHandler.getEntityManager().getEntities()) {
auto t = entity->getType();
if (t != game::ObjectType::UNIT &&
t != game::ObjectType::PLAYER &&
t != game::ObjectType::GAMEOBJECT) continue;
if (guid == myGuid) continue; // Don't target self
glm::vec3 hitCenter;
float hitRadius = 0.0f;
bool hasBounds = core::Application::getInstance().getRenderBoundsForGuid(guid, hitCenter, hitRadius);
if (!hasBounds) {
// Fallback hitbox based on entity type
float heightOffset = 1.5f;
hitRadius = 1.5f;
if (t == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(entity);
// Critters have very low max health (< 100)
if (unit->getMaxHealth() > 0 && unit->getMaxHealth() < 100) {
hitRadius = 0.5f;
heightOffset = 0.3f;
}
} else if (t == game::ObjectType::GAMEOBJECT) {
hitRadius = 1.2f;
heightOffset = 0.8f;
}
hitCenter = core::coords::canonicalToRender(glm::vec3(entity->getX(), entity->getY(), entity->getZ()));
hitCenter.z += heightOffset;
} else {
hitRadius = std::max(hitRadius * 1.1f, 0.6f);
}
float hitT;
if (raySphereIntersect(ray, hitCenter, hitRadius, hitT)) {
if (hitT < closestT) {
closestT = hitT;
closestGuid = guid;
}
}
}
if (closestGuid != 0) {
gameHandler.setTarget(closestGuid);
} else {
// Clicked empty space — deselect current target
gameHandler.clearTarget();
}
}
}
}
// Right-click: select NPC (if needed) then interact / loot / auto-attack
// Suppress when left button is held (both-button run)
if (!io.WantCaptureMouse && input.isMouseButtonJustPressed(SDL_BUTTON_RIGHT) && !input.isMouseButtonPressed(SDL_BUTTON_LEFT)) {
// If no target or right-clicking in world, try to pick one under cursor
{
auto* renderer = core::Application::getInstance().getRenderer();
auto* camera = renderer ? renderer->getCamera() : nullptr;
auto* window = core::Application::getInstance().getWindow();
if (camera && window) {
glm::vec2 mousePos = input.getMousePosition();
float screenW = static_cast<float>(window->getWidth());
float screenH = static_cast<float>(window->getHeight());
rendering::Ray ray = camera->screenToWorldRay(mousePos.x, mousePos.y, screenW, screenH);
float closestT = 1e30f;
uint64_t closestGuid = 0;
const uint64_t myGuid = gameHandler.getPlayerGuid();
for (const auto& [guid, entity] : gameHandler.getEntityManager().getEntities()) {
auto t = entity->getType();
if (t != game::ObjectType::UNIT &&
t != game::ObjectType::PLAYER &&
t != game::ObjectType::GAMEOBJECT) continue;
if (guid == myGuid) continue;
glm::vec3 hitCenter;
float hitRadius = 0.0f;
bool hasBounds = core::Application::getInstance().getRenderBoundsForGuid(guid, hitCenter, hitRadius);
if (!hasBounds) {
float heightOffset = 1.5f;
hitRadius = 1.5f;
if (t == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(entity);
if (unit->getMaxHealth() > 0 && unit->getMaxHealth() < 100) {
hitRadius = 0.5f;
heightOffset = 0.3f;
}
} else if (t == game::ObjectType::GAMEOBJECT) {
hitRadius = 1.2f;
heightOffset = 0.8f;
}
hitCenter = core::coords::canonicalToRender(
glm::vec3(entity->getX(), entity->getY(), entity->getZ()));
hitCenter.z += heightOffset;
} else {
hitRadius = std::max(hitRadius * 1.1f, 0.6f);
}
float hitT;
if (raySphereIntersect(ray, hitCenter, hitRadius, hitT)) {
if (hitT < closestT) {
closestT = hitT;
closestGuid = guid;
}
}
}
if (closestGuid != 0) {
gameHandler.setTarget(closestGuid);
}
}
}
if (gameHandler.hasTarget()) {
auto target = gameHandler.getTarget();
if (target) {
if (target->getType() == game::ObjectType::UNIT) {
// Check if unit is dead (health == 0) → loot, otherwise interact/attack
auto unit = std::static_pointer_cast<game::Unit>(target);
if (unit->getHealth() == 0 && unit->getMaxHealth() > 0) {
gameHandler.lootTarget(target->getGuid());
} else {
// Interact with friendly NPCs; hostile units just get targeted
auto isSpiritNpc = [&]() -> bool {
constexpr uint32_t NPC_FLAG_SPIRIT_GUIDE = 0x00004000;
constexpr uint32_t NPC_FLAG_SPIRIT_HEALER = 0x00008000;
if (unit->getNpcFlags() & (NPC_FLAG_SPIRIT_GUIDE | NPC_FLAG_SPIRIT_HEALER)) {
return true;
}
std::string name = unit->getName();
std::transform(name.begin(), name.end(), name.begin(),
[](unsigned char c){ return static_cast<char>(std::tolower(c)); });
return (name.find("spirit healer") != std::string::npos) ||
(name.find("spirit guide") != std::string::npos);
};
bool allowSpiritInteract = (gameHandler.isPlayerDead() || gameHandler.isPlayerGhost()) && isSpiritNpc();
if (!unit->isHostile() && (unit->isInteractable() || allowSpiritInteract)) {
gameHandler.interactWithNpc(target->getGuid());
}
}
} else if (target->getType() == game::ObjectType::GAMEOBJECT) {
gameHandler.interactWithGameObject(target->getGuid());
} else if (target->getType() == game::ObjectType::PLAYER) {
// Right-click another player could start attack in PvP context
}
}
}
}
}
void GameScreen::renderPlayerFrame(game::GameHandler& gameHandler) {
bool isDead = gameHandler.isPlayerDead();
ImGui::SetNextWindowPos(ImVec2(10.0f, 30.0f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(250.0f, 0.0f), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_AlwaysAutoResize;
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.1f, 0.1f, 0.85f));
ImVec4 playerBorder = isDead
? ImVec4(0.5f, 0.5f, 0.5f, 1.0f)
: (gameHandler.isAutoAttacking()
? ImVec4(1.0f, 0.2f, 0.2f, 1.0f)
: ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Border, playerBorder);
if (ImGui::Begin("##PlayerFrame", nullptr, flags)) {
// Use selected character info if available, otherwise defaults
std::string playerName = "Adventurer";
uint32_t playerLevel = 1;
uint32_t playerHp = 100;
uint32_t playerMaxHp = 100;
const auto& characters = gameHandler.getCharacters();
uint64_t activeGuid = gameHandler.getActiveCharacterGuid();
const game::Character* activeChar = nullptr;
for (const auto& c : characters) {
if (c.guid == activeGuid) { activeChar = &c; break; }
}
if (!activeChar && !characters.empty()) activeChar = &characters[0];
if (activeChar) {
const auto& ch = *activeChar;
playerName = ch.name;
// Use live server level if available, otherwise character struct
playerLevel = gameHandler.getPlayerLevel();
if (playerLevel == 0) playerLevel = ch.level;
playerMaxHp = 20 + playerLevel * 10;
playerHp = playerMaxHp;
}
// Name in green (friendly player color) — clickable for self-target
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.3f, 1.0f, 0.3f, 1.0f));
if (ImGui::Selectable(playerName.c_str(), false, 0, ImVec2(0, 0))) {
gameHandler.setTarget(gameHandler.getPlayerGuid());
}
ImGui::PopStyleColor();
ImGui::SameLine();
ImGui::TextDisabled("Lv %u", playerLevel);
if (isDead) {
ImGui::SameLine();
ImGui::TextColored(ImVec4(0.9f, 0.2f, 0.2f, 1.0f), "DEAD");
}
// Try to get real HP/mana from the player entity
auto playerEntity = gameHandler.getEntityManager().getEntity(gameHandler.getPlayerGuid());
if (playerEntity && (playerEntity->getType() == game::ObjectType::PLAYER || playerEntity->getType() == game::ObjectType::UNIT)) {
auto unit = std::static_pointer_cast<game::Unit>(playerEntity);
if (unit->getMaxHealth() > 0) {
playerHp = unit->getHealth();
playerMaxHp = unit->getMaxHealth();
}
}
// Health bar
float pct = static_cast<float>(playerHp) / static_cast<float>(playerMaxHp);
ImVec4 hpColor = isDead ? ImVec4(0.5f, 0.5f, 0.5f, 1.0f) : ImVec4(0.2f, 0.8f, 0.2f, 1.0f);
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, hpColor);
char overlay[64];
snprintf(overlay, sizeof(overlay), "%u / %u", playerHp, playerMaxHp);
ImGui::ProgressBar(pct, ImVec2(-1, 18), overlay);
ImGui::PopStyleColor();
// Mana/Power bar (Phase 2)
if (playerEntity && (playerEntity->getType() == game::ObjectType::PLAYER || playerEntity->getType() == game::ObjectType::UNIT)) {
auto unit = std::static_pointer_cast<game::Unit>(playerEntity);
uint32_t power = unit->getPower();
uint32_t maxPower = unit->getMaxPower();
if (maxPower > 0) {
float mpPct = static_cast<float>(power) / static_cast<float>(maxPower);
// Color by power type
ImVec4 powerColor;
switch (unit->getPowerType()) {
case 0: powerColor = ImVec4(0.2f, 0.2f, 0.9f, 1.0f); break; // Mana (blue)
case 1: powerColor = ImVec4(0.9f, 0.2f, 0.2f, 1.0f); break; // Rage (red)
case 3: powerColor = ImVec4(0.9f, 0.9f, 0.2f, 1.0f); break; // Energy (yellow)
default: powerColor = ImVec4(0.2f, 0.2f, 0.9f, 1.0f); break;
}
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, powerColor);
char mpOverlay[64];
snprintf(mpOverlay, sizeof(mpOverlay), "%u / %u", power, maxPower);
ImGui::ProgressBar(mpPct, ImVec2(-1, 14), mpOverlay);
ImGui::PopStyleColor();
}
}
}
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar();
}
void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
auto target = gameHandler.getTarget();
if (!target) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float frameW = 250.0f;
float frameX = (screenW - frameW) / 2.0f;
ImGui::SetNextWindowPos(ImVec2(frameX, 30.0f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(frameW, 0.0f), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_AlwaysAutoResize;
// Determine hostility/level color for border and name (WoW-canonical)
ImVec4 hostileColor(0.7f, 0.7f, 0.7f, 1.0f);
if (target->getType() == game::ObjectType::PLAYER) {
hostileColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
} else if (target->getType() == game::ObjectType::UNIT) {
auto u = std::static_pointer_cast<game::Unit>(target);
if (u->getHealth() == 0 && u->getMaxHealth() > 0) {
hostileColor = ImVec4(0.5f, 0.5f, 0.5f, 1.0f);
} else if (u->isHostile()) {
// WoW level-based color for hostile mobs
uint32_t playerLv = gameHandler.getPlayerLevel();
uint32_t mobLv = u->getLevel();
int32_t diff = static_cast<int32_t>(mobLv) - static_cast<int32_t>(playerLv);
if (game::GameHandler::killXp(playerLv, mobLv) == 0) {
hostileColor = ImVec4(0.6f, 0.6f, 0.6f, 1.0f); // Grey - no XP
} else if (diff >= 10) {
hostileColor = ImVec4(1.0f, 0.1f, 0.1f, 1.0f); // Red - skull/very hard
} else if (diff >= 5) {
hostileColor = ImVec4(1.0f, 0.5f, 0.1f, 1.0f); // Orange - hard
} else if (diff >= -2) {
hostileColor = ImVec4(1.0f, 1.0f, 0.1f, 1.0f); // Yellow - even
} else {
hostileColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f); // Green - easy
}
} else {
hostileColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f); // Friendly
}
}
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.1f, 0.1f, 0.85f));
bool isHostileTarget = gameHandler.isHostileAttacker(target->getGuid());
if (!isHostileTarget && target->getType() == game::ObjectType::UNIT) {
auto u = std::static_pointer_cast<game::Unit>(target);
isHostileTarget = u->isHostile();
}
ImVec4 borderColor = ImVec4(hostileColor.x * 0.8f, hostileColor.y * 0.8f, hostileColor.z * 0.8f, 1.0f);
if (isHostileTarget) {
float t = ImGui::GetTime();
float pulse = (std::fmod(t, 0.6f) < 0.3f) ? 1.0f : 0.0f;
borderColor = ImVec4(1.0f, 0.1f, 0.1f, pulse);
} else if (gameHandler.isAutoAttacking()) {
borderColor = ImVec4(1.0f, 0.2f, 0.2f, 1.0f);
}
ImGui::PushStyleColor(ImGuiCol_Border, borderColor);
if (ImGui::Begin("##TargetFrame", nullptr, flags)) {
// Entity name and type
std::string name = getEntityName(target);
ImVec4 nameColor = hostileColor;
ImGui::TextColored(nameColor, "%s", name.c_str());
// Level (for units/players) — colored by difficulty
if (target->getType() == game::ObjectType::UNIT || target->getType() == game::ObjectType::PLAYER) {
auto unit = std::static_pointer_cast<game::Unit>(target);
ImGui::SameLine();
// Level color matches the hostility/difficulty color
ImVec4 levelColor = hostileColor;
if (target->getType() == game::ObjectType::PLAYER) {
levelColor = ImVec4(0.7f, 0.7f, 0.7f, 1.0f);
}
ImGui::TextColored(levelColor, "Lv %u", unit->getLevel());
// Health bar
uint32_t hp = unit->getHealth();
uint32_t maxHp = unit->getMaxHealth();
if (maxHp > 0) {
float pct = static_cast<float>(hp) / static_cast<float>(maxHp);
ImGui::PushStyleColor(ImGuiCol_PlotHistogram,
pct > 0.5f ? ImVec4(0.2f, 0.8f, 0.2f, 1.0f) :
pct > 0.2f ? ImVec4(0.8f, 0.8f, 0.2f, 1.0f) :
ImVec4(0.8f, 0.2f, 0.2f, 1.0f));
char overlay[64];
snprintf(overlay, sizeof(overlay), "%u / %u", hp, maxHp);
ImGui::ProgressBar(pct, ImVec2(-1, 18), overlay);
ImGui::PopStyleColor();
// Target mana bar
uint32_t targetPower = unit->getPower();
uint32_t targetMaxPower = unit->getMaxPower();
if (targetMaxPower > 0) {
float mpPct = static_cast<float>(targetPower) / static_cast<float>(targetMaxPower);
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, ImVec4(0.2f, 0.2f, 0.9f, 1.0f));
char mpOverlay[64];
snprintf(mpOverlay, sizeof(mpOverlay), "%u / %u", targetPower, targetMaxPower);
ImGui::ProgressBar(mpPct, ImVec2(-1, 14), mpOverlay);
ImGui::PopStyleColor();
}
} else {
ImGui::TextDisabled("No health data");
}
}
// Distance
const auto& movement = gameHandler.getMovementInfo();
float dx = target->getX() - movement.x;
float dy = target->getY() - movement.y;
float dz = target->getZ() - movement.z;
float distance = std::sqrt(dx*dx + dy*dy + dz*dz);
ImGui::TextDisabled("%.1f yd", distance);
}
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar();
}
void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
if (strlen(chatInputBuffer) > 0) {
std::string input(chatInputBuffer);
game::ChatType type;
std::string message = input;
std::string target;
// Track if a channel shortcut should change the chat type dropdown
int switchChatType = -1;
// Check for slash commands
if (input.size() > 1 && input[0] == '/') {
std::string command = input.substr(1);
size_t spacePos = command.find(' ');
std::string cmd = (spacePos != std::string::npos) ? command.substr(0, spacePos) : command;
// Convert command to lowercase for comparison
std::string cmdLower = cmd;
for (char& c : cmdLower) c = std::tolower(c);
// Special commands
if (cmdLower == "logout") {
core::Application::getInstance().logoutToLogin();
chatInputBuffer[0] = '\0';
return;
}
// /invite command
if (cmdLower == "invite" && spacePos != std::string::npos) {
std::string targetName = command.substr(spacePos + 1);
gameHandler.inviteToGroup(targetName);
chatInputBuffer[0] = '\0';
return;
}
// /inspect command
if (cmdLower == "inspect") {
gameHandler.inspectTarget();
chatInputBuffer[0] = '\0';
return;
}
// /time command
if (cmdLower == "time") {
gameHandler.queryServerTime();
chatInputBuffer[0] = '\0';
return;
}
// /played command
if (cmdLower == "played") {
gameHandler.requestPlayedTime();
chatInputBuffer[0] = '\0';
return;
}
// /who command
if (cmdLower == "who") {
std::string playerName;
if (spacePos != std::string::npos) {
playerName = command.substr(spacePos + 1);
}
gameHandler.queryWho(playerName);
chatInputBuffer[0] = '\0';
return;
}
// /roll command
if (cmdLower == "roll" || cmdLower == "random" || cmdLower == "rnd") {
uint32_t minRoll = 1;
uint32_t maxRoll = 100;
if (spacePos != std::string::npos) {
std::string args = command.substr(spacePos + 1);
size_t dashPos = args.find('-');
size_t spacePos2 = args.find(' ');
if (dashPos != std::string::npos) {
// Format: /roll 1-100
try {
minRoll = std::stoul(args.substr(0, dashPos));
maxRoll = std::stoul(args.substr(dashPos + 1));
} catch (...) {}
} else if (spacePos2 != std::string::npos) {
// Format: /roll 1 100
try {
minRoll = std::stoul(args.substr(0, spacePos2));
maxRoll = std::stoul(args.substr(spacePos2 + 1));
} catch (...) {}
} else {
// Format: /roll 100 (means 1-100)
try {
maxRoll = std::stoul(args);
} catch (...) {}
}
}
gameHandler.randomRoll(minRoll, maxRoll);
chatInputBuffer[0] = '\0';
return;
}
// /friend or /addfriend command
if (cmdLower == "friend" || cmdLower == "addfriend") {
if (spacePos != std::string::npos) {
std::string args = command.substr(spacePos + 1);
size_t subCmdSpace = args.find(' ');
if (cmdLower == "friend" && subCmdSpace != std::string::npos) {
std::string subCmd = args.substr(0, subCmdSpace);
std::transform(subCmd.begin(), subCmd.end(), subCmd.begin(), ::tolower);
if (subCmd == "add") {
std::string playerName = args.substr(subCmdSpace + 1);
gameHandler.addFriend(playerName);
chatInputBuffer[0] = '\0';
return;
} else if (subCmd == "remove" || subCmd == "delete" || subCmd == "rem") {
std::string playerName = args.substr(subCmdSpace + 1);
gameHandler.removeFriend(playerName);
chatInputBuffer[0] = '\0';
return;
}
} else {
// /addfriend name or /friend name (assume add)
gameHandler.addFriend(args);
chatInputBuffer[0] = '\0';
return;
}
}
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Usage: /friend add <name> or /friend remove <name>";
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// /removefriend or /delfriend command
if (cmdLower == "removefriend" || cmdLower == "delfriend" || cmdLower == "remfriend") {
if (spacePos != std::string::npos) {
std::string playerName = command.substr(spacePos + 1);
gameHandler.removeFriend(playerName);
chatInputBuffer[0] = '\0';
return;
}
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Usage: /removefriend <name>";
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// /ignore command
if (cmdLower == "ignore") {
if (spacePos != std::string::npos) {
std::string playerName = command.substr(spacePos + 1);
gameHandler.addIgnore(playerName);
chatInputBuffer[0] = '\0';
return;
}
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Usage: /ignore <name>";
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// /unignore command
if (cmdLower == "unignore") {
if (spacePos != std::string::npos) {
std::string playerName = command.substr(spacePos + 1);
gameHandler.removeIgnore(playerName);
chatInputBuffer[0] = '\0';
return;
}
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Usage: /unignore <name>";
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// /dismount command
if (cmdLower == "dismount") {
gameHandler.dismount();
chatInputBuffer[0] = '\0';
return;
}
// /sit command
if (cmdLower == "sit") {
gameHandler.setStandState(1); // 1 = sit
chatInputBuffer[0] = '\0';
return;
}
// /stand command
if (cmdLower == "stand") {
gameHandler.setStandState(0); // 0 = stand
chatInputBuffer[0] = '\0';
return;
}
// /kneel command
if (cmdLower == "kneel") {
gameHandler.setStandState(8); // 8 = kneel
chatInputBuffer[0] = '\0';
return;
}
// /logout command (already exists but using /logout instead of going to login)
if (cmdLower == "logout" || cmdLower == "camp") {
gameHandler.requestLogout();
chatInputBuffer[0] = '\0';
return;
}
// /cancellogout command
if (cmdLower == "cancellogout") {
gameHandler.cancelLogout();
chatInputBuffer[0] = '\0';
return;
}
// /helm command
if (cmdLower == "helm" || cmdLower == "helmet" || cmdLower == "showhelm") {
gameHandler.toggleHelm();
chatInputBuffer[0] = '\0';
return;
}
// /cloak command
if (cmdLower == "cloak" || cmdLower == "showcloak") {
gameHandler.toggleCloak();
chatInputBuffer[0] = '\0';
return;
}
// /follow command
if (cmdLower == "follow" || cmdLower == "f") {
gameHandler.followTarget();
chatInputBuffer[0] = '\0';
return;
}
// /assist command
if (cmdLower == "assist") {
gameHandler.assistTarget();
chatInputBuffer[0] = '\0';
return;
}
// /pvp command
if (cmdLower == "pvp") {
gameHandler.togglePvp();
chatInputBuffer[0] = '\0';
return;
}
// /ginfo command
if (cmdLower == "ginfo" || cmdLower == "guildinfo") {
gameHandler.requestGuildInfo();
chatInputBuffer[0] = '\0';
return;
}
// /groster command
if (cmdLower == "groster" || cmdLower == "guildroster") {
gameHandler.requestGuildRoster();
chatInputBuffer[0] = '\0';
return;
}
// /gmotd command
if (cmdLower == "gmotd" || cmdLower == "guildmotd") {
if (spacePos != std::string::npos) {
std::string motd = command.substr(spacePos + 1);
gameHandler.setGuildMotd(motd);
chatInputBuffer[0] = '\0';
return;
}
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Usage: /gmotd <message>";
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// /gpromote command
if (cmdLower == "gpromote" || cmdLower == "guildpromote") {
if (spacePos != std::string::npos) {
std::string playerName = command.substr(spacePos + 1);
gameHandler.promoteGuildMember(playerName);
chatInputBuffer[0] = '\0';
return;
}
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Usage: /gpromote <player>";
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// /gdemote command
if (cmdLower == "gdemote" || cmdLower == "guilddemote") {
if (spacePos != std::string::npos) {
std::string playerName = command.substr(spacePos + 1);
gameHandler.demoteGuildMember(playerName);
chatInputBuffer[0] = '\0';
return;
}
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Usage: /gdemote <player>";
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// /gquit command
if (cmdLower == "gquit" || cmdLower == "guildquit" || cmdLower == "leaveguild") {
gameHandler.leaveGuild();
chatInputBuffer[0] = '\0';
return;
}
// /ginvite command
if (cmdLower == "ginvite" || cmdLower == "guildinvite") {
if (spacePos != std::string::npos) {
std::string playerName = command.substr(spacePos + 1);
gameHandler.inviteToGuild(playerName);
chatInputBuffer[0] = '\0';
return;
}
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Usage: /ginvite <player>";
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// /readycheck command
if (cmdLower == "readycheck" || cmdLower == "rc") {
gameHandler.initiateReadyCheck();
chatInputBuffer[0] = '\0';
return;
}
// /ready command (respond yes to ready check)
if (cmdLower == "ready") {
gameHandler.respondToReadyCheck(true);
chatInputBuffer[0] = '\0';
return;
}
// /notready command (respond no to ready check)
if (cmdLower == "notready" || cmdLower == "nr") {
gameHandler.respondToReadyCheck(false);
chatInputBuffer[0] = '\0';
return;
}
// /yield or /forfeit command
if (cmdLower == "yield" || cmdLower == "forfeit" || cmdLower == "surrender") {
gameHandler.forfeitDuel();
chatInputBuffer[0] = '\0';
return;
}
// AFK command
if (cmdLower == "afk" || cmdLower == "away") {
std::string afkMsg = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
gameHandler.toggleAfk(afkMsg);
chatInputBuffer[0] = '\0';
return;
}
// DND command
if (cmdLower == "dnd" || cmdLower == "busy") {
std::string dndMsg = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
gameHandler.toggleDnd(dndMsg);
chatInputBuffer[0] = '\0';
return;
}
// Reply command
if (cmdLower == "r" || cmdLower == "reply") {
std::string replyMsg = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
gameHandler.replyToLastWhisper(replyMsg);
chatInputBuffer[0] = '\0';
return;
}
// Party/Raid management commands
if (cmdLower == "uninvite" || cmdLower == "kick") {
if (spacePos != std::string::npos) {
std::string playerName = command.substr(spacePos + 1);
gameHandler.uninvitePlayer(playerName);
} else {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Usage: /uninvite <player name>";
gameHandler.addLocalChatMessage(msg);
}
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "leave" || cmdLower == "leaveparty") {
gameHandler.leaveParty();
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "maintank" || cmdLower == "mt") {
if (gameHandler.hasTarget()) {
gameHandler.setMainTank(gameHandler.getTargetGuid());
} else {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "You must target a player to set as main tank.";
gameHandler.addLocalChatMessage(msg);
}
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "mainassist" || cmdLower == "ma") {
if (gameHandler.hasTarget()) {
gameHandler.setMainAssist(gameHandler.getTargetGuid());
} else {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "You must target a player to set as main assist.";
gameHandler.addLocalChatMessage(msg);
}
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "clearmaintank") {
gameHandler.clearMainTank();
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "clearmainassist") {
gameHandler.clearMainAssist();
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "raidinfo") {
gameHandler.requestRaidInfo();
chatInputBuffer[0] = '\0';
return;
}
// Combat and Trade commands
if (cmdLower == "duel") {
if (gameHandler.hasTarget()) {
gameHandler.proposeDuel(gameHandler.getTargetGuid());
} else if (spacePos != std::string::npos) {
// Target player by name (would need name-to-GUID lookup)
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "You must target a player to challenge to a duel.";
gameHandler.addLocalChatMessage(msg);
} else {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "You must target a player to challenge to a duel.";
gameHandler.addLocalChatMessage(msg);
}
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "trade") {
if (gameHandler.hasTarget()) {
gameHandler.initiateTrade(gameHandler.getTargetGuid());
} else {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "You must target a player to trade with.";
gameHandler.addLocalChatMessage(msg);
}
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "startattack") {
if (gameHandler.hasTarget()) {
gameHandler.startAutoAttack(gameHandler.getTargetGuid());
} else {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "You have no target.";
gameHandler.addLocalChatMessage(msg);
}
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "stopattack") {
gameHandler.stopAutoAttack();
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "stopcasting") {
gameHandler.stopCasting();
chatInputBuffer[0] = '\0';
return;
}
// Targeting commands
if (cmdLower == "cleartarget") {
gameHandler.clearTarget();
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "targetenemy") {
gameHandler.targetEnemy(false);
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "targetfriend") {
gameHandler.targetFriend(false);
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "targetlasttarget" || cmdLower == "targetlast") {
gameHandler.targetLastTarget();
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "targetlastenemy") {
gameHandler.targetEnemy(true); // Reverse direction
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "targetlastfriend") {
gameHandler.targetFriend(true); // Reverse direction
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "focus") {
if (gameHandler.hasTarget()) {
gameHandler.setFocus(gameHandler.getTargetGuid());
} else {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "You must target a unit to set as focus.";
gameHandler.addLocalChatMessage(msg);
}
chatInputBuffer[0] = '\0';
return;
}
if (cmdLower == "clearfocus") {
gameHandler.clearFocus();
chatInputBuffer[0] = '\0';
return;
}
// /unstuck command — resets player position to floor height
if (cmdLower == "unstuck") {
gameHandler.unstuck();
chatInputBuffer[0] = '\0';
return;
}
// /unstuckgy command — move to nearest graveyard
if (cmdLower == "unstuckgy") {
gameHandler.unstuckGy();
chatInputBuffer[0] = '\0';
return;
}
// Chat channel slash commands
// If used without a message (e.g. just "/s"), switch the chat type dropdown
bool isChannelCommand = false;
if (cmdLower == "s" || cmdLower == "say") {
type = game::ChatType::SAY;
message = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
isChannelCommand = true;
switchChatType = 0;
} else if (cmdLower == "y" || cmdLower == "yell" || cmdLower == "shout") {
type = game::ChatType::YELL;
message = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
isChannelCommand = true;
switchChatType = 1;
} else if (cmdLower == "p" || cmdLower == "party") {
type = game::ChatType::PARTY;
message = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
isChannelCommand = true;
switchChatType = 2;
} else if (cmdLower == "g" || cmdLower == "guild") {
type = game::ChatType::GUILD;
message = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
isChannelCommand = true;
switchChatType = 3;
} else if (cmdLower == "raid" || cmdLower == "rsay" || cmdLower == "ra") {
type = game::ChatType::RAID;
message = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
isChannelCommand = true;
switchChatType = 5;
} else if (cmdLower == "raidwarning" || cmdLower == "rw") {
type = game::ChatType::RAID_WARNING;
message = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
isChannelCommand = true;
switchChatType = 8;
} else if (cmdLower == "officer" || cmdLower == "o" || cmdLower == "osay") {
type = game::ChatType::OFFICER;
message = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
isChannelCommand = true;
switchChatType = 6;
} else if (cmdLower == "battleground" || cmdLower == "bg") {
type = game::ChatType::BATTLEGROUND;
message = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
isChannelCommand = true;
switchChatType = 7;
} else if (cmdLower == "instance" || cmdLower == "i") {
// Instance chat uses PARTY chat type
type = game::ChatType::PARTY;
message = (spacePos != std::string::npos) ? command.substr(spacePos + 1) : "";
isChannelCommand = true;
switchChatType = 9;
} else if (cmdLower == "w" || cmdLower == "whisper" || cmdLower == "tell" || cmdLower == "t") {
switchChatType = 4;
if (spacePos != std::string::npos) {
std::string rest = command.substr(spacePos + 1);
size_t msgStart = rest.find(' ');
if (msgStart != std::string::npos) {
// /w PlayerName message — send whisper immediately
target = rest.substr(0, msgStart);
message = rest.substr(msgStart + 1);
type = game::ChatType::WHISPER;
isChannelCommand = true;
// Set whisper target for future messages
strncpy(whisperTargetBuffer, target.c_str(), sizeof(whisperTargetBuffer) - 1);
whisperTargetBuffer[sizeof(whisperTargetBuffer) - 1] = '\0';
} else {
// /w PlayerName — switch to whisper mode with target set
strncpy(whisperTargetBuffer, rest.c_str(), sizeof(whisperTargetBuffer) - 1);
whisperTargetBuffer[sizeof(whisperTargetBuffer) - 1] = '\0';
message = "";
isChannelCommand = true;
}
} else {
// Just "/w" — switch to whisper mode
message = "";
isChannelCommand = true;
}
}
// Check for emote commands
if (!isChannelCommand) {
std::string targetName;
const std::string* targetNamePtr = nullptr;
if (gameHandler.hasTarget()) {
auto targetEntity = gameHandler.getTarget();
if (targetEntity) {
targetName = getEntityName(targetEntity);
if (!targetName.empty()) targetNamePtr = &targetName;
}
}
std::string emoteText = rendering::Renderer::getEmoteText(cmdLower, targetNamePtr);
if (!emoteText.empty()) {
// Play the emote animation
auto* renderer = core::Application::getInstance().getRenderer();
if (renderer) {
renderer->playEmote(cmdLower);
}
// Add local chat message
game::MessageChatData msg;
msg.type = game::ChatType::TEXT_EMOTE;
msg.language = game::ChatLanguage::COMMON;
msg.message = emoteText;
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// Not a recognized command — fall through and send as normal chat
if (!isChannelCommand) {
message = input;
}
}
// If no valid command found and starts with /, just send as-is
if (!isChannelCommand && message == input) {
// Use the selected chat type from dropdown
switch (selectedChatType) {
case 0: type = game::ChatType::SAY; break;
case 1: type = game::ChatType::YELL; break;
case 2: type = game::ChatType::PARTY; break;
case 3: type = game::ChatType::GUILD; break;
case 4: type = game::ChatType::WHISPER; target = whisperTargetBuffer; break;
case 5: type = game::ChatType::RAID; break;
case 6: type = game::ChatType::OFFICER; break;
case 7: type = game::ChatType::BATTLEGROUND; break;
case 8: type = game::ChatType::RAID_WARNING; break;
case 9: type = game::ChatType::PARTY; break; // INSTANCE uses PARTY
default: type = game::ChatType::SAY; break;
}
}
} else {
// No slash command, use the selected chat type from dropdown
switch (selectedChatType) {
case 0: type = game::ChatType::SAY; break;
case 1: type = game::ChatType::YELL; break;
case 2: type = game::ChatType::PARTY; break;
case 3: type = game::ChatType::GUILD; break;
case 4: type = game::ChatType::WHISPER; target = whisperTargetBuffer; break;
case 5: type = game::ChatType::RAID; break;
case 6: type = game::ChatType::OFFICER; break;
case 7: type = game::ChatType::BATTLEGROUND; break;
case 8: type = game::ChatType::RAID_WARNING; break;
case 9: type = game::ChatType::PARTY; break; // INSTANCE uses PARTY
default: type = game::ChatType::SAY; break;
}
}
// Validate whisper has a target
if (type == game::ChatType::WHISPER && target.empty()) {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "You must specify a player name for whisper.";
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
return;
}
// Don't send empty messages — but switch chat type if a channel shortcut was used
if (!message.empty()) {
gameHandler.sendChatMessage(type, message, target);
}
// Switch chat type dropdown when channel shortcut used (with or without message)
if (switchChatType >= 0) {
selectedChatType = switchChatType;
}
// Clear input
chatInputBuffer[0] = '\0';
}
}
const char* GameScreen::getChatTypeName(game::ChatType type) const {
switch (type) {
case game::ChatType::SAY: return "SAY";
case game::ChatType::YELL: return "YELL";
case game::ChatType::EMOTE: return "EMOTE";
case game::ChatType::TEXT_EMOTE: return "EMOTE";
case game::ChatType::PARTY: return "PARTY";
case game::ChatType::GUILD: return "GUILD";
case game::ChatType::OFFICER: return "OFFICER";
case game::ChatType::RAID: return "RAID";
case game::ChatType::RAID_LEADER: return "RAID LEADER";
case game::ChatType::RAID_WARNING: return "RAID WARNING";
case game::ChatType::BATTLEGROUND: return "BATTLEGROUND";
case game::ChatType::BATTLEGROUND_LEADER: return "BG LEADER";
case game::ChatType::WHISPER: return "WHISPER";
case game::ChatType::WHISPER_INFORM: return "TO";
case game::ChatType::SYSTEM: return "SYSTEM";
case game::ChatType::CHANNEL: return "CHANNEL";
case game::ChatType::ACHIEVEMENT: return "ACHIEVEMENT";
default: return "UNKNOWN";
}
}
ImVec4 GameScreen::getChatTypeColor(game::ChatType type) const {
switch (type) {
case game::ChatType::SAY:
return ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // White
case game::ChatType::YELL:
return ImVec4(1.0f, 0.3f, 0.3f, 1.0f); // Red
case game::ChatType::EMOTE:
return ImVec4(1.0f, 0.7f, 0.3f, 1.0f); // Orange
case game::ChatType::TEXT_EMOTE:
return ImVec4(1.0f, 0.7f, 0.3f, 1.0f); // Orange
case game::ChatType::PARTY:
return ImVec4(0.5f, 0.5f, 1.0f, 1.0f); // Light blue
case game::ChatType::GUILD:
return ImVec4(0.3f, 1.0f, 0.3f, 1.0f); // Green
case game::ChatType::OFFICER:
return ImVec4(0.3f, 0.8f, 0.3f, 1.0f); // Dark green
case game::ChatType::RAID:
return ImVec4(1.0f, 0.5f, 0.0f, 1.0f); // Orange
case game::ChatType::RAID_LEADER:
return ImVec4(1.0f, 0.4f, 0.0f, 1.0f); // Darker orange
case game::ChatType::RAID_WARNING:
return ImVec4(1.0f, 0.0f, 0.0f, 1.0f); // Red
case game::ChatType::BATTLEGROUND:
return ImVec4(1.0f, 0.6f, 0.0f, 1.0f); // Orange-gold
case game::ChatType::BATTLEGROUND_LEADER:
return ImVec4(1.0f, 0.5f, 0.0f, 1.0f); // Orange
case game::ChatType::WHISPER:
return ImVec4(1.0f, 0.5f, 1.0f, 1.0f); // Pink
case game::ChatType::WHISPER_INFORM:
return ImVec4(1.0f, 0.5f, 1.0f, 1.0f); // Pink
case game::ChatType::SYSTEM:
return ImVec4(1.0f, 1.0f, 0.3f, 1.0f); // Yellow
case game::ChatType::CHANNEL:
return ImVec4(1.0f, 0.7f, 0.7f, 1.0f); // Light pink
case game::ChatType::ACHIEVEMENT:
return ImVec4(1.0f, 1.0f, 0.0f, 1.0f); // Bright yellow
default:
return ImVec4(0.7f, 0.7f, 0.7f, 1.0f); // Gray
}
}
void GameScreen::updateCharacterGeosets(game::Inventory& inventory) {
auto& app = core::Application::getInstance();
auto* renderer = app.getRenderer();
if (!renderer) return;
uint32_t instanceId = renderer->getCharacterInstanceId();
if (instanceId == 0) return;
auto* charRenderer = renderer->getCharacterRenderer();
if (!charRenderer) return;
auto* assetManager = app.getAssetManager();
// Load ItemDisplayInfo.dbc for geosetGroup lookup
std::shared_ptr<pipeline::DBCFile> displayInfoDbc;
if (assetManager) {
displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
}
// Helper: get geosetGroup field for an equipped item's displayInfoId
// DBC binary fields: 7=geosetGroup_1, 8=geosetGroup_2, 9=geosetGroup_3
auto getGeosetGroup = [&](uint32_t displayInfoId, int groupField) -> uint32_t {
if (!displayInfoDbc || displayInfoId == 0) return 0;
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
if (recIdx < 0) return 0;
return displayInfoDbc->getUInt32(static_cast<uint32_t>(recIdx), 7 + groupField);
};
// Helper: find first equipped item matching inventoryType, return its displayInfoId
auto findEquippedDisplayId = [&](std::initializer_list<uint8_t> types) -> uint32_t {
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
if (!slot.empty()) {
for (uint8_t t : types) {
if (slot.item.inventoryType == t)
return slot.item.displayInfoId;
}
}
}
return 0;
};
// Helper: check if any equipment slot has the given inventoryType
auto hasEquippedType = [&](std::initializer_list<uint8_t> types) -> bool {
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
if (!slot.empty()) {
for (uint8_t t : types) {
if (slot.item.inventoryType == t) return true;
}
}
}
return false;
};
// Base geosets always present
std::unordered_set<uint16_t> geosets;
for (uint16_t i = 0; i <= 18; i++) {
geosets.insert(i);
}
geosets.insert(101); // Hair
geosets.insert(201); // Facial
geosets.insert(701); // Ears
// Chest/Shirt: inventoryType 4 (shirt), 5 (chest), 20 (robe)
// geosetGroup_1 > 0 → use mesh variant (502+), otherwise bare (501) + texture only
{
uint32_t did = findEquippedDisplayId({4, 5, 20});
uint32_t gg = getGeosetGroup(did, 0);
geosets.insert(static_cast<uint16_t>(gg > 0 ? 501 + gg : (did > 0 ? 501 : 501)));
// geosetGroup_3 > 0 on robes also shows kilt legs (1302)
uint32_t gg3 = getGeosetGroup(did, 2);
if (gg3 > 0) {
geosets.insert(static_cast<uint16_t>(1301 + gg3));
}
}
// Legs: inventoryType 7
// geosetGroup_1 > 0 → kilt/skirt mesh (1302+), otherwise bare legs (1301) + texture
{
uint32_t did = findEquippedDisplayId({7});
uint32_t gg = getGeosetGroup(did, 0);
// Only add leg geoset if robe hasn't already set a kilt geoset
if (geosets.count(1302) == 0 && geosets.count(1303) == 0) {
geosets.insert(static_cast<uint16_t>(gg > 0 ? 1301 + gg : 1301));
}
}
// Feet/Boots: inventoryType 8
// geosetGroup_1 > 0 → boot mesh (402+), otherwise bare feet (401) + texture
{
uint32_t did = findEquippedDisplayId({8});
uint32_t gg = getGeosetGroup(did, 0);
geosets.insert(static_cast<uint16_t>(gg > 0 ? 401 + gg : 401));
}
// Gloves/Hands: inventoryType 10
// geosetGroup_1 > 0 → glove mesh (302+), otherwise bare hands (301)
{
uint32_t did = findEquippedDisplayId({10});
uint32_t gg = getGeosetGroup(did, 0);
geosets.insert(static_cast<uint16_t>(gg > 0 ? 301 + gg : 301));
}
// Back/Cloak: inventoryType 16 — geoset only, no skin texture (cloaks are separate models)
geosets.insert(hasEquippedType({16}) ? 1502 : 1501);
// Tabard: inventoryType 19
if (hasEquippedType({19})) {
geosets.insert(1201);
}
charRenderer->setActiveGeosets(instanceId, geosets);
}
void GameScreen::updateCharacterTextures(game::Inventory& inventory) {
auto& app = core::Application::getInstance();
auto* renderer = app.getRenderer();
if (!renderer) return;
auto* charRenderer = renderer->getCharacterRenderer();
if (!charRenderer) return;
auto* assetManager = app.getAssetManager();
if (!assetManager) return;
const auto& bodySkinPath = app.getBodySkinPath();
const auto& underwearPaths = app.getUnderwearPaths();
uint32_t skinSlot = app.getSkinTextureSlotIndex();
if (bodySkinPath.empty()) return;
// Component directory names indexed by region
static const char* componentDirs[] = {
"ArmUpperTexture", // 0
"ArmLowerTexture", // 1
"HandTexture", // 2
"TorsoUpperTexture", // 3
"TorsoLowerTexture", // 4
"LegUpperTexture", // 5
"LegLowerTexture", // 6
"FootTexture", // 7
};
// Load ItemDisplayInfo.dbc
auto displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
if (!displayInfoDbc) return;
// Collect equipment texture regions from all equipped items
std::vector<std::pair<int, std::string>> regionLayers;
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
if (slot.empty() || slot.item.displayInfoId == 0) continue;
int32_t recIdx = displayInfoDbc->findRecordById(slot.item.displayInfoId);
if (recIdx < 0) continue;
// DBC fields 15-22 = texture_1 through texture_8 (regions 0-7)
// (binary DBC has inventoryIcon_2 at field 6, shifting fields +1 vs CSV)
for (int region = 0; region < 8; region++) {
uint32_t fieldIdx = 15 + region;
std::string texName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), fieldIdx);
if (texName.empty()) continue;
// Actual MPQ files have a gender suffix: _M (male), _F (female), _U (unisex)
// Try gender-specific first, then unisex fallback
std::string base = "Item\\TextureComponents\\" +
std::string(componentDirs[region]) + "\\" + texName;
std::string malePath = base + "_M.blp";
std::string unisexPath = base + "_U.blp";
std::string fullPath;
if (assetManager->fileExists(malePath)) {
fullPath = malePath;
} else if (assetManager->fileExists(unisexPath)) {
fullPath = unisexPath;
} else {
// Last resort: try without suffix
fullPath = base + ".blp";
}
regionLayers.emplace_back(region, fullPath);
}
}
// Re-composite: base skin + underwear + equipment regions
GLuint newTex = charRenderer->compositeWithRegions(bodySkinPath, underwearPaths, regionLayers);
if (newTex != 0) {
charRenderer->setModelTexture(1, skinSlot, newTex);
}
// Cloak cape texture — separate from skin atlas, uses texture slot type-2 (Object Skin)
uint32_t cloakSlot = app.getCloakTextureSlotIndex();
if (cloakSlot > 0) {
// Find equipped cloak (inventoryType 16)
uint32_t cloakDisplayId = 0;
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
if (!slot.empty() && slot.item.inventoryType == 16 && slot.item.displayInfoId != 0) {
cloakDisplayId = slot.item.displayInfoId;
break;
}
}
if (cloakDisplayId > 0) {
int32_t recIdx = displayInfoDbc->findRecordById(cloakDisplayId);
if (recIdx >= 0) {
// DBC field 3 = modelTexture_1 (cape texture name)
std::string capeName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), 3);
if (!capeName.empty()) {
std::string capePath = "Item\\ObjectComponents\\Cape\\" + capeName + ".blp";
GLuint capeTex = charRenderer->loadTexture(capePath);
if (capeTex != 0) {
charRenderer->setModelTexture(1, cloakSlot, capeTex);
LOG_INFO("Cloak texture applied: ", capePath);
}
}
}
} else {
// No cloak equipped — reset to white fallback
charRenderer->resetModelTexture(1, cloakSlot);
}
}
}
// ============================================================
// World Map
// ============================================================
void GameScreen::renderWorldMap(game::GameHandler& /* gameHandler */) {
auto& app = core::Application::getInstance();
auto* renderer = app.getRenderer();
auto* assetMgr = app.getAssetManager();
if (!renderer || !assetMgr) return;
worldMap.initialize(assetMgr);
// Keep map name in sync with minimap's map name
auto* minimap = renderer->getMinimap();
if (minimap) {
worldMap.setMapName(minimap->getMapName());
}
glm::vec3 playerPos = renderer->getCharacterPosition();
auto* window = app.getWindow();
int screenW = window ? window->getWidth() : 1280;
int screenH = window ? window->getHeight() : 720;
worldMap.render(playerPos, screenW, screenH);
}
// ============================================================
// Action Bar (Phase 3)
// ============================================================
GLuint GameScreen::getSpellIcon(uint32_t spellId, pipeline::AssetManager* am) {
if (spellId == 0 || !am) return 0;
// Check cache first
auto cit = spellIconCache_.find(spellId);
if (cit != spellIconCache_.end()) return cit->second;
// Lazy-load SpellIcon.dbc and Spell.dbc icon IDs
if (!spellIconDbLoaded_) {
spellIconDbLoaded_ = true;
// Load SpellIcon.dbc: field 0 = ID, field 1 = icon path
auto iconDbc = am->loadDBC("SpellIcon.dbc");
if (iconDbc && iconDbc->isLoaded()) {
for (uint32_t i = 0; i < iconDbc->getRecordCount(); i++) {
uint32_t id = iconDbc->getUInt32(i, 0);
std::string path = iconDbc->getString(i, 1);
if (!path.empty() && id > 0) {
spellIconPaths_[id] = path;
}
}
}
// Load Spell.dbc: field 133 = SpellIconID
auto spellDbc = am->loadDBC("Spell.dbc");
if (spellDbc && spellDbc->isLoaded() && spellDbc->getFieldCount() > 133) {
for (uint32_t i = 0; i < spellDbc->getRecordCount(); i++) {
uint32_t id = spellDbc->getUInt32(i, 0);
uint32_t iconId = spellDbc->getUInt32(i, 133);
if (id > 0 && iconId > 0) {
spellIconIds_[id] = iconId;
}
}
}
}
// Look up spellId -> SpellIconID -> icon path
auto iit = spellIconIds_.find(spellId);
if (iit == spellIconIds_.end()) {
spellIconCache_[spellId] = 0;
return 0;
}
auto pit = spellIconPaths_.find(iit->second);
if (pit == spellIconPaths_.end()) {
spellIconCache_[spellId] = 0;
return 0;
}
// Path from DBC has no extension — append .blp
std::string iconPath = pit->second + ".blp";
auto blpData = am->readFile(iconPath);
if (blpData.empty()) {
spellIconCache_[spellId] = 0;
return 0;
}
auto image = pipeline::BLPLoader::load(blpData);
if (!image.isValid()) {
spellIconCache_[spellId] = 0;
return 0;
}
GLuint texId = 0;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image.data.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
spellIconCache_[spellId] = texId;
return texId;
}
void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
auto* assetMgr = core::Application::getInstance().getAssetManager();
float slotSize = 48.0f;
float spacing = 4.0f;
float padding = 8.0f;
float barW = 12 * slotSize + 11 * spacing + padding * 2;
float barH = slotSize + 24.0f;
float barX = (screenW - barW) / 2.0f;
float barY = screenH - barH;
ImGui::SetNextWindowPos(ImVec2(barX, barY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(barW, barH), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar;
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.05f, 0.05f, 0.05f, 0.9f));
if (ImGui::Begin("##ActionBar", nullptr, flags)) {
const auto& bar = gameHandler.getActionBar();
static const char* keyLabels[] = {"1","2","3","4","5","6","7","8","9","0","-","="};
for (int i = 0; i < 12; ++i) {
if (i > 0) ImGui::SameLine(0, spacing);
ImGui::BeginGroup();
ImGui::PushID(i);
const auto& slot = bar[i];
bool onCooldown = !slot.isReady();
auto getSpellName = [&](uint32_t spellId) -> std::string {
if (!actionSpellDbAttempted) {
actionSpellDbAttempted = true;
if (assetMgr && assetMgr->isInitialized()) {
auto dbc = assetMgr->loadDBC("Spell.dbc");
if (dbc && dbc->isLoaded()) {
uint32_t fieldCount = dbc->getFieldCount();
uint32_t nameField = 136;
if (fieldCount < 137) {
if (fieldCount > 10) {
nameField = fieldCount > 140 ? 136 : 1;
} else {
nameField = 1;
}
}
uint32_t count = dbc->getRecordCount();
actionSpellNames.reserve(count);
for (uint32_t r = 0; r < count; ++r) {
uint32_t id = dbc->getUInt32(r, 0);
std::string name = dbc->getString(r, nameField);
if (!name.empty() && id > 0) {
actionSpellNames[id] = name;
}
}
actionSpellDbLoaded = true;
}
}
}
auto it = actionSpellNames.find(spellId);
if (it != actionSpellNames.end()) return it->second;
return "Spell #" + std::to_string(spellId);
};
// Try to get icon texture for this slot
GLuint iconTex = 0;
const game::ItemDef* barItemDef = nullptr;
if (slot.type == game::ActionBarSlot::SPELL && slot.id != 0) {
iconTex = getSpellIcon(slot.id, assetMgr);
} else if (slot.type == game::ActionBarSlot::ITEM && slot.id != 0) {
// Look up item in inventory for icon and name
auto& inv = gameHandler.getInventory();
for (int bi = 0; bi < inv.getBackpackSize(); bi++) {
const auto& bs = inv.getBackpackSlot(bi);
if (!bs.empty() && bs.item.itemId == slot.id) {
barItemDef = &bs.item;
break;
}
}
if (barItemDef && barItemDef->displayInfoId != 0) {
iconTex = inventoryScreen.getItemIcon(barItemDef->displayInfoId);
}
}
bool clicked = false;
if (iconTex) {
// Render icon-based button
ImVec4 tintColor(1, 1, 1, 1);
ImVec4 bgColor(0.1f, 0.1f, 0.1f, 0.9f);
if (onCooldown) {
tintColor = ImVec4(0.4f, 0.4f, 0.4f, 0.8f);
bgColor = ImVec4(0.1f, 0.1f, 0.1f, 0.8f);
}
clicked = ImGui::ImageButton("##icon",
(ImTextureID)(uintptr_t)iconTex,
ImVec2(slotSize - 4, slotSize - 4),
ImVec2(0, 0), ImVec2(1, 1),
bgColor, tintColor);
} else {
// Fallback to text button
if (onCooldown) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.2f, 0.2f, 0.2f, 0.8f));
} else if (slot.isEmpty()) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.15f, 0.15f, 0.15f, 0.8f));
} else {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.3f, 0.3f, 0.5f, 0.9f));
}
char label[32];
if (slot.type == game::ActionBarSlot::SPELL) {
std::string spellName = getSpellName(slot.id);
if (spellName.size() > 6) spellName = spellName.substr(0, 6);
snprintf(label, sizeof(label), "%s", spellName.c_str());
} else if (slot.type == game::ActionBarSlot::ITEM && barItemDef) {
std::string itemName = barItemDef->name;
if (itemName.size() > 6) itemName = itemName.substr(0, 6);
snprintf(label, sizeof(label), "%s", itemName.c_str());
} else if (slot.type == game::ActionBarSlot::ITEM) {
snprintf(label, sizeof(label), "Item");
} else if (slot.type == game::ActionBarSlot::MACRO) {
snprintf(label, sizeof(label), "Macro");
} else {
snprintf(label, sizeof(label), "--");
}
clicked = ImGui::Button(label, ImVec2(slotSize, slotSize));
ImGui::PopStyleColor();
}
bool rightClicked = ImGui::IsItemClicked(ImGuiMouseButton_Right);
bool hoveredOnRelease = ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) &&
ImGui::IsMouseReleased(ImGuiMouseButton_Left);
// Drop dragged spell from spellbook onto this slot
// (mouse release over slot — button click won't fire since press was in spellbook)
if (hoveredOnRelease && spellbookScreen.isDraggingSpell()) {
gameHandler.setActionBarSlot(i, game::ActionBarSlot::SPELL,
spellbookScreen.getDragSpellId());
spellbookScreen.consumeDragSpell();
} else if (clicked && inventoryScreen.isHoldingItem()) {
// Drop held item from inventory onto action bar
const auto& held = inventoryScreen.getHeldItem();
gameHandler.setActionBarSlot(i, game::ActionBarSlot::ITEM, held.itemId);
inventoryScreen.returnHeldItem(gameHandler.getInventory());
} else if (clicked && actionBarDragSlot_ >= 0) {
// Dropping a dragged action bar slot onto another slot - swap or place
if (i != actionBarDragSlot_) {
const auto& dragSrc = bar[actionBarDragSlot_];
auto srcType = dragSrc.type;
auto srcId = dragSrc.id;
gameHandler.setActionBarSlot(actionBarDragSlot_, slot.type, slot.id);
gameHandler.setActionBarSlot(i, srcType, srcId);
}
actionBarDragSlot_ = -1;
actionBarDragIcon_ = 0;
} else if (clicked && !slot.isEmpty()) {
// Left-click on non-empty slot: cast spell or use item
if (slot.type == game::ActionBarSlot::SPELL && slot.isReady()) {
uint64_t target = gameHandler.hasTarget() ? gameHandler.getTargetGuid() : 0;
gameHandler.castSpell(slot.id, target);
} else if (slot.type == game::ActionBarSlot::ITEM && slot.id != 0) {
gameHandler.useItemById(slot.id);
}
} else if (rightClicked && !slot.isEmpty()) {
// Right-click on non-empty slot: pick up for dragging
actionBarDragSlot_ = i;
actionBarDragIcon_ = iconTex;
}
// Tooltip
if (ImGui::IsItemHovered() && slot.type == game::ActionBarSlot::SPELL && slot.id != 0) {
std::string fullName = getSpellName(slot.id);
ImGui::BeginTooltip();
ImGui::Text("%s", fullName.c_str());
ImGui::TextDisabled("Spell ID: %u", slot.id);
ImGui::EndTooltip();
} else if (ImGui::IsItemHovered() && slot.type == game::ActionBarSlot::ITEM && slot.id != 0) {
ImGui::BeginTooltip();
if (barItemDef) {
ImGui::Text("%s", barItemDef->name.c_str());
} else {
ImGui::Text("Item #%u", slot.id);
}
ImGui::EndTooltip();
}
// Cooldown overlay
if (onCooldown && iconTex) {
// Draw cooldown text centered over the icon
ImVec2 btnMin = ImGui::GetItemRectMin();
ImVec2 btnMax = ImGui::GetItemRectMax();
char cdText[16];
snprintf(cdText, sizeof(cdText), "%.0f", slot.cooldownRemaining);
ImVec2 textSize = ImGui::CalcTextSize(cdText);
float cx = btnMin.x + (btnMax.x - btnMin.x - textSize.x) * 0.5f;
float cy = btnMin.y + (btnMax.y - btnMin.y - textSize.y) * 0.5f;
ImGui::GetWindowDrawList()->AddText(ImVec2(cx, cy),
IM_COL32(255, 255, 0, 255), cdText);
} else if (onCooldown) {
char cdText[16];
snprintf(cdText, sizeof(cdText), "%.0f", slot.cooldownRemaining);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() - slotSize / 2 - 8);
ImGui::TextColored(ImVec4(1, 1, 0, 1), "%s", cdText);
}
// Key label below
ImGui::TextDisabled("%s", keyLabels[i]);
ImGui::PopID();
ImGui::EndGroup();
}
}
ImGui::End();
ImGui::PopStyleColor();
ImGui::PopStyleVar();
// Handle action bar drag: render icon at cursor and detect drop outside
if (actionBarDragSlot_ >= 0) {
ImVec2 mousePos = ImGui::GetMousePos();
// Draw dragged icon at cursor
if (actionBarDragIcon_) {
ImGui::GetForegroundDrawList()->AddImage(
(ImTextureID)(uintptr_t)actionBarDragIcon_,
ImVec2(mousePos.x - 20, mousePos.y - 20),
ImVec2(mousePos.x + 20, mousePos.y + 20));
} else {
ImGui::GetForegroundDrawList()->AddRectFilled(
ImVec2(mousePos.x - 20, mousePos.y - 20),
ImVec2(mousePos.x + 20, mousePos.y + 20),
IM_COL32(80, 80, 120, 180));
}
// On right mouse release, check if outside the action bar area
if (ImGui::IsMouseReleased(ImGuiMouseButton_Right)) {
bool insideBar = (mousePos.x >= barX && mousePos.x <= barX + barW &&
mousePos.y >= barY && mousePos.y <= barY + barH);
if (!insideBar) {
// Dropped outside - clear the slot
gameHandler.setActionBarSlot(actionBarDragSlot_, game::ActionBarSlot::EMPTY, 0);
}
actionBarDragSlot_ = -1;
actionBarDragIcon_ = 0;
}
}
}
// ============================================================
// XP Bar
// ============================================================
void GameScreen::renderXpBar(game::GameHandler& gameHandler) {
uint32_t nextLevelXp = gameHandler.getPlayerNextLevelXp();
if (nextLevelXp == 0) return; // No XP data yet (level 80 or not initialized)
uint32_t currentXp = gameHandler.getPlayerXp();
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
// Position just above the action bar
float slotSize = 48.0f;
float spacing = 4.0f;
float padding = 8.0f;
float barW = 12 * slotSize + 11 * spacing + padding * 2;
float barH = slotSize + 24.0f;
float actionBarY = screenH - barH;
float xpBarH = 20.0f;
float xpBarW = barW;
float xpBarX = (screenW - xpBarW) / 2.0f;
float xpBarY = actionBarY - xpBarH - 2.0f;
ImGui::SetNextWindowPos(ImVec2(xpBarX, xpBarY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(xpBarW, xpBarH + 4.0f), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_AlwaysAutoResize;
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 2.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(2.0f, 2.0f));
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.05f, 0.05f, 0.05f, 0.9f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.3f, 0.3f, 0.3f, 0.8f));
if (ImGui::Begin("##XpBar", nullptr, flags)) {
float pct = static_cast<float>(currentXp) / static_cast<float>(nextLevelXp);
if (pct > 1.0f) pct = 1.0f;
// Custom segmented XP bar (20 bubbles)
ImVec2 barMin = ImGui::GetCursorScreenPos();
ImVec2 barSize = ImVec2(ImGui::GetContentRegionAvail().x, xpBarH - 4.0f);
ImVec2 barMax = ImVec2(barMin.x + barSize.x, barMin.y + barSize.y);
auto* drawList = ImGui::GetWindowDrawList();
ImU32 bg = IM_COL32(15, 15, 20, 220);
ImU32 fg = IM_COL32(148, 51, 238, 255);
ImU32 seg = IM_COL32(35, 35, 45, 255);
drawList->AddRectFilled(barMin, barMax, bg, 2.0f);
drawList->AddRect(barMin, barMax, IM_COL32(80, 80, 90, 220), 2.0f);
float fillW = barSize.x * pct;
if (fillW > 0.0f) {
drawList->AddRectFilled(barMin, ImVec2(barMin.x + fillW, barMax.y), fg, 2.0f);
}
const int segments = 20;
float segW = barSize.x / static_cast<float>(segments);
for (int i = 1; i < segments; ++i) {
float x = barMin.x + segW * i;
drawList->AddLine(ImVec2(x, barMin.y + 1.0f), ImVec2(x, barMax.y - 1.0f), seg, 1.0f);
}
char overlay[96];
snprintf(overlay, sizeof(overlay), "%u / %u XP", currentXp, nextLevelXp);
ImVec2 textSize = ImGui::CalcTextSize(overlay);
float tx = barMin.x + (barSize.x - textSize.x) * 0.5f;
float ty = barMin.y + (barSize.y - textSize.y) * 0.5f;
drawList->AddText(ImVec2(tx, ty), IM_COL32(230, 230, 230, 255), overlay);
ImGui::Dummy(barSize);
}
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar(2);
}
// ============================================================
// Cast Bar (Phase 3)
// ============================================================
void GameScreen::renderCastBar(game::GameHandler& gameHandler) {
if (!gameHandler.isCasting()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
float barW = 300.0f;
float barX = (screenW - barW) / 2.0f;
float barY = screenH - 120.0f;
ImGui::SetNextWindowPos(ImVec2(barX, barY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(barW, 40), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar;
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.1f, 0.1f, 0.9f));
if (ImGui::Begin("##CastBar", nullptr, flags)) {
float progress = gameHandler.getCastProgress();
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, ImVec4(0.8f, 0.6f, 0.2f, 1.0f));
char overlay[64];
snprintf(overlay, sizeof(overlay), "Spell %u (%.1fs)",
gameHandler.getCurrentCastSpellId(), gameHandler.getCastTimeRemaining());
ImGui::ProgressBar(progress, ImVec2(-1, 20), overlay);
ImGui::PopStyleColor();
}
ImGui::End();
ImGui::PopStyleColor();
ImGui::PopStyleVar();
}
// ============================================================
// Floating Combat Text (Phase 2)
// ============================================================
void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
const auto& entries = gameHandler.getCombatText();
if (entries.empty()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
// Render combat text entries overlaid on screen
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowSize(ImVec2(screenW, 400));
ImGuiWindowFlags flags = ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoNav;
if (ImGui::Begin("##CombatText", nullptr, flags)) {
float centerX = screenW / 2.0f;
int index = 0;
for (const auto& entry : entries) {
float alpha = 1.0f - (entry.age / game::CombatTextEntry::LIFETIME);
float yOffset = 200.0f - entry.age * 60.0f;
ImVec4 color;
char text[64];
switch (entry.type) {
case game::CombatTextEntry::MELEE_DAMAGE:
case game::CombatTextEntry::SPELL_DAMAGE:
snprintf(text, sizeof(text), "-%d", entry.amount);
color = entry.isPlayerSource ?
ImVec4(1.0f, 1.0f, 0.3f, alpha) : // Outgoing = yellow
ImVec4(1.0f, 0.3f, 0.3f, alpha); // Incoming = red
break;
case game::CombatTextEntry::CRIT_DAMAGE:
snprintf(text, sizeof(text), "-%d!", entry.amount);
color = ImVec4(1.0f, 0.5f, 0.0f, alpha); // Orange for crit
break;
case game::CombatTextEntry::HEAL:
snprintf(text, sizeof(text), "+%d", entry.amount);
color = ImVec4(0.3f, 1.0f, 0.3f, alpha);
break;
case game::CombatTextEntry::CRIT_HEAL:
snprintf(text, sizeof(text), "+%d!", entry.amount);
color = ImVec4(0.3f, 1.0f, 0.3f, alpha);
break;
case game::CombatTextEntry::MISS:
snprintf(text, sizeof(text), "Miss");
color = ImVec4(0.7f, 0.7f, 0.7f, alpha);
break;
case game::CombatTextEntry::DODGE:
snprintf(text, sizeof(text), "Dodge");
color = ImVec4(0.7f, 0.7f, 0.7f, alpha);
break;
case game::CombatTextEntry::PARRY:
snprintf(text, sizeof(text), "Parry");
color = ImVec4(0.7f, 0.7f, 0.7f, alpha);
break;
default:
snprintf(text, sizeof(text), "%d", entry.amount);
color = ImVec4(1.0f, 1.0f, 1.0f, alpha);
break;
}
// Stagger entries horizontally
float xOffset = centerX + (index % 3 - 1) * 80.0f;
ImGui::SetCursorPos(ImVec2(xOffset, yOffset));
ImGui::TextColored(color, "%s", text);
index++;
}
}
ImGui::End();
}
// ============================================================
// Party Frames (Phase 4)
// ============================================================
void GameScreen::renderPartyFrames(game::GameHandler& gameHandler) {
if (!gameHandler.isInGroup()) return;
const auto& partyData = gameHandler.getPartyData();
float frameY = 120.0f;
ImGui::SetNextWindowPos(ImVec2(10.0f, frameY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(200.0f, 0.0f), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_AlwaysAutoResize;
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.1f, 0.1f, 0.8f));
if (ImGui::Begin("##PartyFrames", nullptr, flags)) {
for (const auto& member : partyData.members) {
ImGui::PushID(static_cast<int>(member.guid));
// Clickable name to target
if (ImGui::Selectable(member.name.c_str(), gameHandler.getTargetGuid() == member.guid)) {
gameHandler.setTarget(member.guid);
}
// Try to show health from entity
auto entity = gameHandler.getEntityManager().getEntity(member.guid);
if (entity && (entity->getType() == game::ObjectType::PLAYER || entity->getType() == game::ObjectType::UNIT)) {
auto unit = std::static_pointer_cast<game::Unit>(entity);
uint32_t hp = unit->getHealth();
uint32_t maxHp = unit->getMaxHealth();
if (maxHp > 0) {
float pct = static_cast<float>(hp) / static_cast<float>(maxHp);
ImGui::PushStyleColor(ImGuiCol_PlotHistogram,
pct > 0.5f ? ImVec4(0.2f, 0.8f, 0.2f, 1.0f) :
pct > 0.2f ? ImVec4(0.8f, 0.8f, 0.2f, 1.0f) :
ImVec4(0.8f, 0.2f, 0.2f, 1.0f));
ImGui::ProgressBar(pct, ImVec2(-1, 12), "");
ImGui::PopStyleColor();
}
}
ImGui::Separator();
ImGui::PopID();
}
}
ImGui::End();
ImGui::PopStyleColor();
ImGui::PopStyleVar();
}
// ============================================================
// Group Invite Popup (Phase 4)
// ============================================================
void GameScreen::renderGroupInvitePopup(game::GameHandler& gameHandler) {
if (!gameHandler.hasPendingGroupInvite()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 150, 200), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(300, 0), ImGuiCond_Always);
if (ImGui::Begin("Group Invite", nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize)) {
ImGui::Text("%s has invited you to a group.", gameHandler.getPendingInviterName().c_str());
ImGui::Spacing();
if (ImGui::Button("Accept", ImVec2(130, 30))) {
gameHandler.acceptGroupInvite();
}
ImGui::SameLine();
if (ImGui::Button("Decline", ImVec2(130, 30))) {
gameHandler.declineGroupInvite();
}
}
ImGui::End();
}
// ============================================================
// Buff/Debuff Bar (Phase 3)
// ============================================================
void GameScreen::renderBuffBar(game::GameHandler& gameHandler) {
const auto& auras = gameHandler.getPlayerAuras();
if (auras.empty()) return;
// Count non-empty auras
int activeCount = 0;
for (const auto& a : auras) {
if (!a.isEmpty()) activeCount++;
}
if (activeCount == 0) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
auto* assetMgr = core::Application::getInstance().getAssetManager();
// Position below the minimap (minimap is 200px + 10px margin from top-right)
constexpr float ICON_SIZE = 32.0f;
constexpr int ICONS_PER_ROW = 8;
float barW = ICONS_PER_ROW * (ICON_SIZE + 4.0f) + 8.0f;
ImGui::SetNextWindowPos(ImVec2(screenW - barW - 10.0f, 220.0f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(barW, 0), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar;
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 0.0f));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2.0f, 2.0f));
if (ImGui::Begin("##BuffBar", nullptr, flags)) {
int shown = 0;
for (size_t i = 0; i < auras.size() && shown < 16; ++i) {
const auto& aura = auras[i];
if (aura.isEmpty()) continue;
if (shown > 0 && shown % ICONS_PER_ROW != 0) ImGui::SameLine();
ImGui::PushID(static_cast<int>(i));
bool isBuff = (aura.flags & 0x02) != 0;
ImVec4 borderColor = isBuff ? ImVec4(0.2f, 0.8f, 0.2f, 0.9f) : ImVec4(0.8f, 0.2f, 0.2f, 0.9f);
// Try to get spell icon
GLuint iconTex = 0;
if (assetMgr) {
iconTex = getSpellIcon(aura.spellId, assetMgr);
}
if (iconTex) {
ImGui::PushStyleColor(ImGuiCol_Button, borderColor);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));
ImGui::ImageButton("##aura",
(ImTextureID)(uintptr_t)iconTex,
ImVec2(ICON_SIZE - 4, ICON_SIZE - 4));
ImGui::PopStyleVar();
ImGui::PopStyleColor();
} else {
ImGui::PushStyleColor(ImGuiCol_Button, borderColor);
char label[8];
snprintf(label, sizeof(label), "%u", aura.spellId);
ImGui::Button(label, ImVec2(ICON_SIZE, ICON_SIZE));
ImGui::PopStyleColor();
}
// Right-click to cancel buffs / dismount
if (ImGui::IsItemClicked(ImGuiMouseButton_Right) && isBuff) {
if (gameHandler.isMounted()) {
gameHandler.dismount();
} else {
gameHandler.cancelAura(aura.spellId);
}
}
// Tooltip with spell name and duration
if (ImGui::IsItemHovered()) {
std::string name;
auto it = actionSpellNames.find(aura.spellId);
if (it != actionSpellNames.end()) {
name = it->second;
} else {
name = "Spell #" + std::to_string(aura.spellId);
}
if (aura.durationMs > 0) {
int seconds = aura.durationMs / 1000;
if (seconds < 60) {
ImGui::SetTooltip("%s (%ds)", name.c_str(), seconds);
} else {
ImGui::SetTooltip("%s (%dm %ds)", name.c_str(), seconds / 60, seconds % 60);
}
} else {
ImGui::SetTooltip("%s", name.c_str());
}
}
ImGui::PopID();
shown++;
}
}
ImGui::End();
ImGui::PopStyleVar();
ImGui::PopStyleColor();
}
// ============================================================
// Loot Window (Phase 5)
// ============================================================
void GameScreen::renderLootWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isLootWindowOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 150, 200), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(300, 0), ImGuiCond_Always);
bool open = true;
if (ImGui::Begin("Loot", &open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_AlwaysAutoResize)) {
const auto& loot = gameHandler.getCurrentLoot();
// Gold
if (loot.gold > 0) {
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.0f, 1.0f), "%ug %us %uc",
loot.getGold(), loot.getSilver(), loot.getCopper());
ImGui::Separator();
}
// Items with icons and labels
constexpr float iconSize = 32.0f;
int lootSlotClicked = -1; // defer loot pickup to avoid iterator invalidation
for (const auto& item : loot.items) {
ImGui::PushID(item.slotIndex);
// Get item info for name and quality
const auto* info = gameHandler.getItemInfo(item.itemId);
std::string itemName;
game::ItemQuality quality = game::ItemQuality::COMMON;
if (info && !info->name.empty()) {
itemName = info->name;
quality = static_cast<game::ItemQuality>(info->quality);
} else {
itemName = "Item #" + std::to_string(item.itemId);
}
ImVec4 qColor = InventoryScreen::getQualityColor(quality);
// Get item icon
uint32_t displayId = item.displayInfoId;
if (displayId == 0 && info) displayId = info->displayInfoId;
GLuint iconTex = inventoryScreen.getItemIcon(displayId);
ImVec2 cursor = ImGui::GetCursorScreenPos();
float rowH = std::max(iconSize, ImGui::GetTextLineHeight() * 2.0f);
// Invisible selectable for click handling
if (ImGui::Selectable("##loot", false, 0, ImVec2(0, rowH))) {
lootSlotClicked = item.slotIndex;
}
if (ImGui::IsItemClicked(ImGuiMouseButton_Right)) {
lootSlotClicked = item.slotIndex;
}
bool hovered = ImGui::IsItemHovered();
ImDrawList* drawList = ImGui::GetWindowDrawList();
// Draw hover highlight
if (hovered) {
drawList->AddRectFilled(cursor,
ImVec2(cursor.x + ImGui::GetContentRegionAvail().x + iconSize + 8.0f,
cursor.y + rowH),
IM_COL32(255, 255, 255, 30));
}
// Draw icon
if (iconTex) {
drawList->AddImage((ImTextureID)(uintptr_t)iconTex,
cursor, ImVec2(cursor.x + iconSize, cursor.y + iconSize));
drawList->AddRect(cursor, ImVec2(cursor.x + iconSize, cursor.y + iconSize),
ImGui::ColorConvertFloat4ToU32(qColor));
} else {
drawList->AddRectFilled(cursor,
ImVec2(cursor.x + iconSize, cursor.y + iconSize),
IM_COL32(40, 40, 50, 200));
drawList->AddRect(cursor, ImVec2(cursor.x + iconSize, cursor.y + iconSize),
IM_COL32(80, 80, 80, 200));
}
// Draw item name
float textX = cursor.x + iconSize + 6.0f;
float textY = cursor.y + 2.0f;
drawList->AddText(ImVec2(textX, textY),
ImGui::ColorConvertFloat4ToU32(qColor), itemName.c_str());
// Draw count if > 1
if (item.count > 1) {
char countStr[32];
snprintf(countStr, sizeof(countStr), "x%u", item.count);
float countY = textY + ImGui::GetTextLineHeight();
drawList->AddText(ImVec2(textX, countY), IM_COL32(200, 200, 200, 220), countStr);
}
ImGui::PopID();
}
// Process deferred loot pickup (after loop to avoid iterator invalidation)
if (lootSlotClicked >= 0) {
gameHandler.lootItem(static_cast<uint8_t>(lootSlotClicked));
}
if (loot.items.empty() && loot.gold == 0) {
gameHandler.closeLoot();
}
ImGui::Spacing();
if (ImGui::Button("Close", ImVec2(-1, 0))) {
gameHandler.closeLoot();
}
}
ImGui::End();
if (!open) {
gameHandler.closeLoot();
}
}
// ============================================================
// Gossip Window (Phase 5)
// ============================================================
void GameScreen::renderGossipWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isGossipWindowOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 200, 150), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(400, 0), ImGuiCond_Always);
bool open = true;
if (ImGui::Begin("NPC Dialog", &open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_AlwaysAutoResize)) {
const auto& gossip = gameHandler.getCurrentGossip();
// NPC name (from creature cache)
auto npcEntity = gameHandler.getEntityManager().getEntity(gossip.npcGuid);
if (npcEntity && npcEntity->getType() == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(npcEntity);
if (!unit->getName().empty()) {
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.0f, 1.0f), "%s", unit->getName().c_str());
ImGui::Separator();
}
}
ImGui::Spacing();
// Gossip options
static const char* gossipIcons[] = {"[Chat]", "[Vendor]", "[Taxi]", "[Trainer]", "[Spiritguide]",
"[Tabardvendor]", "[Battlemaster]", "[Banker]", "[Petitioner]",
"[Tabarddesigner]", "[Auctioneer]"};
for (const auto& opt : gossip.options) {
ImGui::PushID(static_cast<int>(opt.id));
const char* icon = (opt.icon < 11) ? gossipIcons[opt.icon] : "[Option]";
char label[256];
snprintf(label, sizeof(label), "%s %s", icon, opt.text.c_str());
if (ImGui::Selectable(label)) {
gameHandler.selectGossipOption(opt.id);
}
ImGui::PopID();
}
// Fallback: some spirit healers don't send gossip options.
if (gossip.options.empty() && gameHandler.isPlayerGhost()) {
bool isSpirit = false;
if (npcEntity && npcEntity->getType() == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(npcEntity);
std::string name = unit->getName();
std::transform(name.begin(), name.end(), name.begin(),
[](unsigned char c){ return static_cast<char>(std::tolower(c)); });
if (name.find("spirit healer") != std::string::npos ||
name.find("spirit guide") != std::string::npos) {
isSpirit = true;
}
}
if (isSpirit) {
if (ImGui::Selectable("[Spiritguide] Return to Graveyard")) {
gameHandler.activateSpiritHealer(gossip.npcGuid);
gameHandler.closeGossip();
}
}
}
// Quest items
if (!gossip.quests.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f), "Quests:");
for (size_t qi = 0; qi < gossip.quests.size(); qi++) {
const auto& quest = gossip.quests[qi];
ImGui::PushID(static_cast<int>(qi));
char qlabel[256];
snprintf(qlabel, sizeof(qlabel), "[%d] %s", quest.questLevel, quest.title.c_str());
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 0.3f, 1.0f));
if (ImGui::Selectable(qlabel)) {
gameHandler.selectGossipQuest(quest.questId);
}
ImGui::PopStyleColor();
ImGui::PopID();
}
}
ImGui::Spacing();
if (ImGui::Button("Close", ImVec2(-1, 0))) {
gameHandler.closeGossip();
}
}
ImGui::End();
if (!open) {
gameHandler.closeGossip();
}
}
// ============================================================
// Quest Details Window
// ============================================================
void GameScreen::renderQuestDetailsWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isQuestDetailsOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 225, screenH / 2 - 200), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(450, 400), ImGuiCond_Appearing);
bool open = true;
const auto& quest = gameHandler.getQuestDetails();
if (ImGui::Begin(quest.title.c_str(), &open)) {
// Quest description
if (!quest.details.empty()) {
ImGui::TextWrapped("%s", quest.details.c_str());
}
// Objectives
if (!quest.objectives.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Objectives:");
ImGui::TextWrapped("%s", quest.objectives.c_str());
}
// Rewards
if (quest.rewardXp > 0 || quest.rewardMoney > 0) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Rewards:");
if (quest.rewardXp > 0) {
ImGui::Text(" %u experience", quest.rewardXp);
}
if (quest.rewardMoney > 0) {
uint32_t gold = quest.rewardMoney / 10000;
uint32_t silver = (quest.rewardMoney % 10000) / 100;
uint32_t copper = quest.rewardMoney % 100;
if (gold > 0) ImGui::Text(" %ug %us %uc", gold, silver, copper);
else if (silver > 0) ImGui::Text(" %us %uc", silver, copper);
else ImGui::Text(" %uc", copper);
}
}
if (quest.suggestedPlayers > 1) {
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f),
"Suggested players: %u", quest.suggestedPlayers);
}
// Accept / Decline buttons
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
float buttonW = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.x) * 0.5f;
if (ImGui::Button("Accept", ImVec2(buttonW, 0))) {
gameHandler.acceptQuest();
}
ImGui::SameLine();
if (ImGui::Button("Decline", ImVec2(buttonW, 0))) {
gameHandler.declineQuest();
}
}
ImGui::End();
if (!open) {
gameHandler.declineQuest();
}
}
// ============================================================
// Quest Request Items Window (turn-in progress check)
// ============================================================
void GameScreen::renderQuestRequestItemsWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isQuestRequestItemsOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 225, screenH / 2 - 200), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(450, 350), ImGuiCond_Appearing);
bool open = true;
const auto& quest = gameHandler.getQuestRequestItems();
if (ImGui::Begin(quest.title.c_str(), &open, ImGuiWindowFlags_NoCollapse)) {
if (!quest.completionText.empty()) {
ImGui::TextWrapped("%s", quest.completionText.c_str());
}
// Required items
if (!quest.requiredItems.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Required Items:");
for (const auto& item : quest.requiredItems) {
auto* info = gameHandler.getItemInfo(item.itemId);
if (info && info->valid)
ImGui::Text(" %s x%u", info->name.c_str(), item.count);
else
ImGui::Text(" Item %u x%u", item.itemId, item.count);
}
}
if (quest.requiredMoney > 0) {
ImGui::Spacing();
uint32_t g = quest.requiredMoney / 10000;
uint32_t s = (quest.requiredMoney % 10000) / 100;
uint32_t c = quest.requiredMoney % 100;
ImGui::Text("Required money: %ug %us %uc", g, s, c);
}
// Complete / Cancel buttons
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
float buttonW = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.x) * 0.5f;
if (quest.isCompletable()) {
if (ImGui::Button("Complete Quest", ImVec2(buttonW, 0))) {
gameHandler.completeQuest();
}
} else {
ImGui::BeginDisabled();
ImGui::Button("Incomplete", ImVec2(buttonW, 0));
ImGui::EndDisabled();
}
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(buttonW, 0))) {
gameHandler.closeQuestRequestItems();
}
}
ImGui::End();
if (!open) {
gameHandler.closeQuestRequestItems();
}
}
// ============================================================
// Quest Offer Reward Window (choose reward)
// ============================================================
void GameScreen::renderQuestOfferRewardWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isQuestOfferRewardOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 225, screenH / 2 - 200), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(450, 400), ImGuiCond_Appearing);
bool open = true;
const auto& quest = gameHandler.getQuestOfferReward();
static int selectedChoice = -1;
if (ImGui::Begin(quest.title.c_str(), &open, ImGuiWindowFlags_NoCollapse)) {
if (!quest.rewardText.empty()) {
ImGui::TextWrapped("%s", quest.rewardText.c_str());
}
// Choice rewards (pick one)
if (!quest.choiceRewards.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Choose a reward:");
for (size_t i = 0; i < quest.choiceRewards.size(); ++i) {
const auto& item = quest.choiceRewards[i];
auto* info = gameHandler.getItemInfo(item.itemId);
char label[256];
if (info && info->valid)
snprintf(label, sizeof(label), "%s x%u", info->name.c_str(), item.count);
else
snprintf(label, sizeof(label), "Item %u x%u", item.itemId, item.count);
bool selected = (selectedChoice == static_cast<int>(i));
if (ImGui::Selectable(label, selected)) {
selectedChoice = static_cast<int>(i);
}
}
}
// Fixed rewards (always given)
if (!quest.fixedRewards.empty()) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "You will also receive:");
for (const auto& item : quest.fixedRewards) {
auto* info = gameHandler.getItemInfo(item.itemId);
if (info && info->valid)
ImGui::Text(" %s x%u", info->name.c_str(), item.count);
else
ImGui::Text(" Item %u x%u", item.itemId, item.count);
}
}
// Money / XP rewards
if (quest.rewardXp > 0 || quest.rewardMoney > 0) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Rewards:");
if (quest.rewardXp > 0)
ImGui::Text(" %u experience", quest.rewardXp);
if (quest.rewardMoney > 0) {
uint32_t g = quest.rewardMoney / 10000;
uint32_t s = (quest.rewardMoney % 10000) / 100;
uint32_t c = quest.rewardMoney % 100;
if (g > 0) ImGui::Text(" %ug %us %uc", g, s, c);
else if (s > 0) ImGui::Text(" %us %uc", s, c);
else ImGui::Text(" %uc", c);
}
}
// Complete button
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
float buttonW = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.x) * 0.5f;
bool canComplete = quest.choiceRewards.empty() || selectedChoice >= 0;
if (!canComplete) ImGui::BeginDisabled();
if (ImGui::Button("Complete Quest", ImVec2(buttonW, 0))) {
uint32_t rewardIdx = quest.choiceRewards.empty() ? 0 : static_cast<uint32_t>(selectedChoice);
gameHandler.chooseQuestReward(rewardIdx);
selectedChoice = -1;
}
if (!canComplete) ImGui::EndDisabled();
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(buttonW, 0))) {
gameHandler.closeQuestOfferReward();
selectedChoice = -1;
}
}
ImGui::End();
if (!open) {
gameHandler.closeQuestOfferReward();
selectedChoice = -1;
}
}
// ============================================================
// Vendor Window (Phase 5)
// ============================================================
void GameScreen::renderVendorWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isVendorWindowOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 200, 100), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(450, 400), ImGuiCond_Appearing);
bool open = true;
if (ImGui::Begin("Vendor", &open)) {
const auto& vendor = gameHandler.getVendorItems();
// Show player money
uint64_t money = gameHandler.getMoneyCopper();
uint32_t mg = static_cast<uint32_t>(money / 10000);
uint32_t ms = static_cast<uint32_t>((money / 100) % 100);
uint32_t mc = static_cast<uint32_t>(money % 100);
ImGui::Text("Your money: %ug %us %uc", mg, ms, mc);
ImGui::Separator();
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "Right-click bag items to sell");
ImGui::Separator();
if (vendor.items.empty()) {
ImGui::TextDisabled("This vendor has nothing for sale.");
} else {
if (ImGui::BeginTable("VendorTable", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY)) {
ImGui::TableSetupColumn("Item", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Price", ImGuiTableColumnFlags_WidthFixed, 120.0f);
ImGui::TableSetupColumn("Stock", ImGuiTableColumnFlags_WidthFixed, 60.0f);
ImGui::TableSetupColumn("Buy", ImGuiTableColumnFlags_WidthFixed, 50.0f);
ImGui::TableHeadersRow();
// Quality colors (matching WoW)
static const ImVec4 qualityColors[] = {
ImVec4(0.6f, 0.6f, 0.6f, 1.0f), // 0 Poor (gray)
ImVec4(1.0f, 1.0f, 1.0f, 1.0f), // 1 Common (white)
ImVec4(0.12f, 1.0f, 0.0f, 1.0f), // 2 Uncommon (green)
ImVec4(0.0f, 0.44f, 0.87f, 1.0f), // 3 Rare (blue)
ImVec4(0.64f, 0.21f, 0.93f, 1.0f),// 4 Epic (purple)
ImVec4(1.0f, 0.5f, 0.0f, 1.0f), // 5 Legendary (orange)
};
for (const auto& item : vendor.items) {
ImGui::TableNextRow();
ImGui::PushID(static_cast<int>(item.slot));
ImGui::TableSetColumnIndex(0);
auto* info = gameHandler.getItemInfo(item.itemId);
if (info && info->valid) {
uint32_t q = info->quality < 6 ? info->quality : 1;
ImGui::TextColored(qualityColors[q], "%s", info->name.c_str());
// Tooltip with stats on hover
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::TextColored(qualityColors[q], "%s", info->name.c_str());
if (info->armor > 0) ImGui::Text("Armor: %d", info->armor);
if (info->stamina > 0) ImGui::Text("+%d Stamina", info->stamina);
if (info->strength > 0) ImGui::Text("+%d Strength", info->strength);
if (info->agility > 0) ImGui::Text("+%d Agility", info->agility);
if (info->intellect > 0) ImGui::Text("+%d Intellect", info->intellect);
if (info->spirit > 0) ImGui::Text("+%d Spirit", info->spirit);
ImGui::EndTooltip();
}
} else {
ImGui::Text("Item %u", item.itemId);
}
ImGui::TableSetColumnIndex(1);
uint32_t g = item.buyPrice / 10000;
uint32_t s = (item.buyPrice / 100) % 100;
uint32_t c = item.buyPrice % 100;
bool canAfford = money >= item.buyPrice;
if (!canAfford) ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.3f, 0.3f, 1.0f));
ImGui::Text("%ug %us %uc", g, s, c);
if (!canAfford) ImGui::PopStyleColor();
ImGui::TableSetColumnIndex(2);
if (item.maxCount < 0) {
ImGui::Text("Inf");
} else {
ImGui::Text("%d", item.maxCount);
}
ImGui::TableSetColumnIndex(3);
if (ImGui::SmallButton("Buy")) {
gameHandler.buyItem(vendor.vendorGuid, item.itemId, item.slot, 1);
}
ImGui::PopID();
}
ImGui::EndTable();
}
}
}
ImGui::End();
if (!open) {
gameHandler.closeVendor();
}
}
// ============================================================
// Trainer
// ============================================================
void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isTrainerWindowOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 225, 100), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(500, 450), ImGuiCond_Appearing);
bool open = true;
if (ImGui::Begin("Trainer", &open)) {
const auto& trainer = gameHandler.getTrainerSpells();
// NPC name
auto npcEntity = gameHandler.getEntityManager().getEntity(trainer.trainerGuid);
if (npcEntity && npcEntity->getType() == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(npcEntity);
if (!unit->getName().empty()) {
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.0f, 1.0f), "%s", unit->getName().c_str());
}
}
// Greeting
if (!trainer.greeting.empty()) {
ImGui::TextWrapped("%s", trainer.greeting.c_str());
}
ImGui::Separator();
// Player money
uint64_t money = gameHandler.getMoneyCopper();
uint32_t mg = static_cast<uint32_t>(money / 10000);
uint32_t ms = static_cast<uint32_t>((money / 100) % 100);
uint32_t mc = static_cast<uint32_t>(money % 100);
ImGui::Text("Your money: %ug %us %uc", mg, ms, mc);
ImGui::Separator();
if (trainer.spells.empty()) {
ImGui::TextDisabled("This trainer has nothing to teach you.");
} else {
// Known spells for checking
const auto& knownSpells = gameHandler.getKnownSpells();
auto isKnown = [&](uint32_t id) {
if (id == 0) return true;
return std::find(knownSpells.begin(), knownSpells.end(), id) != knownSpells.end();
};
uint32_t playerLevel = gameHandler.getPlayerLevel();
// Renders spell rows into the current table
auto renderSpellRows = [&](const std::vector<const game::TrainerSpell*>& spells) {
for (const auto* spell : spells) {
ImGui::TableNextRow();
ImGui::PushID(static_cast<int>(spell->spellId));
// Check prerequisites client-side
bool prereqsMet = isKnown(spell->chainNode1)
&& isKnown(spell->chainNode2)
&& isKnown(spell->chainNode3);
bool levelMet = (spell->reqLevel == 0 || playerLevel >= spell->reqLevel);
bool alreadyKnown = (spell->state == 0) || isKnown(spell->spellId);
ImVec4 color;
const char* statusLabel;
if (alreadyKnown) {
color = ImVec4(0.3f, 0.9f, 0.3f, 1.0f);
statusLabel = "Known";
} else if (spell->state == 1 && prereqsMet && levelMet) {
color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
statusLabel = "Available";
} else {
color = ImVec4(0.6f, 0.3f, 0.3f, 1.0f);
statusLabel = "Unavailable";
}
// Spell name
ImGui::TableSetColumnIndex(0);
const std::string& name = gameHandler.getSpellName(spell->spellId);
const std::string& rank = gameHandler.getSpellRank(spell->spellId);
if (!name.empty()) {
if (!rank.empty())
ImGui::TextColored(color, "%s (%s)", name.c_str(), rank.c_str());
else
ImGui::TextColored(color, "%s", name.c_str());
} else {
ImGui::TextColored(color, "Spell #%u", spell->spellId);
}
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
if (!name.empty()) {
ImGui::Text("%s", name.c_str());
if (!rank.empty()) ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s", rank.c_str());
}
ImGui::Text("Status: %s", statusLabel);
if (spell->reqLevel > 0) {
ImVec4 lvlColor = levelMet ? ImVec4(0.7f, 0.7f, 0.7f, 1.0f) : ImVec4(1.0f, 0.3f, 0.3f, 1.0f);
ImGui::TextColored(lvlColor, "Required Level: %u", spell->reqLevel);
}
if (spell->reqSkill > 0) ImGui::Text("Required Skill: %u (value %u)", spell->reqSkill, spell->reqSkillValue);
auto showPrereq = [&](uint32_t node) {
if (node == 0) return;
bool met = isKnown(node);
const std::string& pname = gameHandler.getSpellName(node);
ImVec4 pcolor = met ? ImVec4(0.3f, 0.9f, 0.3f, 1.0f) : ImVec4(1.0f, 0.3f, 0.3f, 1.0f);
if (!pname.empty())
ImGui::TextColored(pcolor, "Requires: %s%s", pname.c_str(), met ? " (known)" : "");
else
ImGui::TextColored(pcolor, "Requires: Spell #%u%s", node, met ? " (known)" : "");
};
showPrereq(spell->chainNode1);
showPrereq(spell->chainNode2);
showPrereq(spell->chainNode3);
ImGui::EndTooltip();
}
// Level
ImGui::TableSetColumnIndex(1);
ImGui::TextColored(color, "%u", spell->reqLevel);
// Cost
ImGui::TableSetColumnIndex(2);
if (spell->spellCost > 0) {
uint32_t g = spell->spellCost / 10000;
uint32_t s = (spell->spellCost / 100) % 100;
uint32_t c = spell->spellCost % 100;
bool canAfford = money >= spell->spellCost;
ImVec4 costColor = canAfford ? color : ImVec4(1.0f, 0.3f, 0.3f, 1.0f);
ImGui::TextColored(costColor, "%ug %us %uc", g, s, c);
} else {
ImGui::TextColored(color, "Free");
}
// Train button - only enabled if available, affordable, prereqs met
ImGui::TableSetColumnIndex(3);
bool canTrain = !alreadyKnown && spell->state == 1
&& prereqsMet && levelMet
&& (money >= spell->spellCost);
if (!canTrain) ImGui::BeginDisabled();
if (ImGui::SmallButton("Train")) {
gameHandler.trainSpell(spell->spellId);
}
if (!canTrain) ImGui::EndDisabled();
ImGui::PopID();
}
};
auto renderSpellTable = [&](const char* tableId, const std::vector<const game::TrainerSpell*>& spells) {
if (ImGui::BeginTable(tableId, 4,
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY)) {
ImGui::TableSetupColumn("Spell", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Level", ImGuiTableColumnFlags_WidthFixed, 40.0f);
ImGui::TableSetupColumn("Cost", ImGuiTableColumnFlags_WidthFixed, 120.0f);
ImGui::TableSetupColumn("##action", ImGuiTableColumnFlags_WidthFixed, 55.0f);
ImGui::TableHeadersRow();
renderSpellRows(spells);
ImGui::EndTable();
}
};
const auto& tabs = gameHandler.getTrainerTabs();
if (tabs.size() > 1) {
// Multiple tabs - show tab bar
if (ImGui::BeginTabBar("TrainerTabs")) {
for (size_t i = 0; i < tabs.size(); i++) {
char tabLabel[64];
snprintf(tabLabel, sizeof(tabLabel), "%s (%zu)",
tabs[i].name.c_str(), tabs[i].spells.size());
if (ImGui::BeginTabItem(tabLabel)) {
char tableId[32];
snprintf(tableId, sizeof(tableId), "TT%zu", i);
renderSpellTable(tableId, tabs[i].spells);
ImGui::EndTabItem();
}
}
ImGui::EndTabBar();
}
} else {
// Single tab or no categorization - flat list
std::vector<const game::TrainerSpell*> allSpells;
for (const auto& spell : trainer.spells) {
allSpells.push_back(&spell);
}
renderSpellTable("TrainerTable", allSpells);
}
}
}
ImGui::End();
if (!open) {
gameHandler.closeTrainer();
}
}
// ============================================================
// Teleporter Panel
// ============================================================
// ============================================================
// Escape Menu
// ============================================================
void GameScreen::renderEscapeMenu() {
if (!showEscapeMenu) return;
ImGuiIO& io = ImGui::GetIO();
float screenW = io.DisplaySize.x;
float screenH = io.DisplaySize.y;
ImVec2 size(260.0f, 220.0f);
ImVec2 pos((screenW - size.x) * 0.5f, (screenH - size.y) * 0.5f);
ImGui::SetNextWindowPos(pos, ImGuiCond_Always);
ImGui::SetNextWindowSize(size, ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
if (ImGui::Begin("##EscapeMenu", nullptr, flags)) {
ImGui::Text("Game Menu");
ImGui::Separator();
if (ImGui::Button("Logout", ImVec2(-1, 0))) {
core::Application::getInstance().logoutToLogin();
showEscapeMenu = false;
showEscapeSettingsNotice = false;
}
if (ImGui::Button("Quit", ImVec2(-1, 0))) {
auto* renderer = core::Application::getInstance().getRenderer();
if (renderer) {
if (auto* music = renderer->getMusicManager()) {
music->stopMusic(0.0f);
}
}
core::Application::getInstance().shutdown();
}
if (ImGui::Button("Settings", ImVec2(-1, 0))) {
showEscapeSettingsNotice = false;
showSettingsWindow = true;
settingsInit = false;
}
ImGui::Spacing();
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10.0f, 10.0f));
if (ImGui::Button("Back to Game", ImVec2(-1, 0))) {
showEscapeMenu = false;
showEscapeSettingsNotice = false;
}
ImGui::PopStyleVar();
}
ImGui::End();
}
// ============================================================
// Taxi Window
// ============================================================
void GameScreen::renderTaxiWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isTaxiWindowOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 200, 150), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(400, 0), ImGuiCond_Always);
bool open = true;
if (ImGui::Begin("Flight Master", &open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_AlwaysAutoResize)) {
const auto& taxiData = gameHandler.getTaxiData();
const auto& nodes = gameHandler.getTaxiNodes();
uint32_t currentNode = gameHandler.getTaxiCurrentNode();
// Get current node's map to filter destinations
uint32_t currentMapId = 0;
auto curIt = nodes.find(currentNode);
if (curIt != nodes.end()) {
currentMapId = curIt->second.mapId;
ImGui::TextColored(ImVec4(0.5f, 1.0f, 0.5f, 1.0f), "Current: %s", curIt->second.name.c_str());
ImGui::Separator();
}
ImGui::Text("Select a destination:");
ImGui::Spacing();
static uint32_t selectedNodeId = 0;
int destCount = 0;
if (ImGui::BeginTable("TaxiNodes", 3, ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("Destination", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Cost", ImGuiTableColumnFlags_WidthFixed, 120.0f);
ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_WidthFixed, 60.0f);
ImGui::TableHeadersRow();
for (const auto& [nodeId, node] : nodes) {
if (nodeId == currentNode) continue;
if (node.mapId != currentMapId) continue;
if (!taxiData.isNodeKnown(nodeId)) continue;
uint32_t costCopper = gameHandler.getTaxiCostTo(nodeId);
uint32_t gold = costCopper / 10000;
uint32_t silver = (costCopper / 100) % 100;
uint32_t copper = costCopper % 100;
ImGui::PushID(static_cast<int>(nodeId));
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
bool isSelected = (selectedNodeId == nodeId);
if (ImGui::Selectable(node.name.c_str(), isSelected,
ImGuiSelectableFlags_SpanAllColumns |
ImGuiSelectableFlags_AllowDoubleClick)) {
selectedNodeId = nodeId;
LOG_INFO("Taxi UI: Selected dest=", nodeId);
if (ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left)) {
LOG_INFO("Taxi UI: Double-click activate dest=", nodeId);
gameHandler.activateTaxi(nodeId);
}
}
ImGui::TableSetColumnIndex(1);
if (gold > 0) {
ImGui::TextColored(ImVec4(0.9f, 0.8f, 0.3f, 1.0f), "%ug %us %uc", gold, silver, copper);
} else if (silver > 0) {
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f), "%us %uc", silver, copper);
} else {
ImGui::TextColored(ImVec4(0.72f, 0.45f, 0.2f, 1.0f), "%uc", copper);
}
ImGui::TableSetColumnIndex(2);
if (ImGui::SmallButton("Fly")) {
selectedNodeId = nodeId;
LOG_INFO("Taxi UI: Fly clicked dest=", nodeId);
gameHandler.activateTaxi(nodeId);
}
ImGui::PopID();
destCount++;
}
ImGui::EndTable();
}
if (destCount == 0) {
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "No destinations available.");
}
ImGui::Spacing();
ImGui::Separator();
if (selectedNodeId != 0 && ImGui::Button("Fly Selected", ImVec2(-1, 0))) {
LOG_INFO("Taxi UI: Fly Selected dest=", selectedNodeId);
gameHandler.activateTaxi(selectedNodeId);
}
if (ImGui::Button("Close", ImVec2(-1, 0))) {
gameHandler.closeTaxi();
}
}
ImGui::End();
if (!open) {
gameHandler.closeTaxi();
}
}
// ============================================================
// Death Screen
// ============================================================
void GameScreen::renderDeathScreen(game::GameHandler& gameHandler) {
if (!gameHandler.showDeathDialog()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
// Dark red overlay covering the whole screen
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowSize(ImVec2(screenW, screenH));
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.15f, 0.0f, 0.0f, 0.45f));
ImGui::Begin("##DeathOverlay", nullptr,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing);
ImGui::End();
ImGui::PopStyleColor();
// "Release Spirit" dialog centered on screen
float dlgW = 280.0f;
float dlgH = 100.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - dlgW / 2, screenH * 0.35f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(dlgW, dlgH), ImGuiCond_Always);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 8.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.0f, 0.0f, 0.9f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.6f, 0.1f, 0.1f, 1.0f));
if (ImGui::Begin("##DeathDialog", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar)) {
ImGui::Spacing();
// Center "You are dead." text
const char* deathText = "You are dead.";
float textW = ImGui::CalcTextSize(deathText).x;
ImGui::SetCursorPosX((dlgW - textW) / 2);
ImGui::TextColored(ImVec4(1.0f, 0.2f, 0.2f, 1.0f), "%s", deathText);
ImGui::Spacing();
ImGui::Spacing();
// Center the Release Spirit button
float btnW = 180.0f;
ImGui::SetCursorPosX((dlgW - btnW) / 2);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.5f, 0.1f, 0.1f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.7f, 0.15f, 0.15f, 1.0f));
if (ImGui::Button("Release Spirit", ImVec2(btnW, 30))) {
gameHandler.releaseSpirit();
}
ImGui::PopStyleColor(2);
}
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar();
}
void GameScreen::renderResurrectDialog(game::GameHandler& gameHandler) {
if (!gameHandler.showResurrectDialog()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
float dlgW = 300.0f;
float dlgH = 110.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - dlgW / 2, screenH * 0.3f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(dlgW, dlgH), ImGuiCond_Always);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 8.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.1f, 0.15f, 0.95f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.8f, 1.0f));
if (ImGui::Begin("##ResurrectDialog", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar)) {
ImGui::Spacing();
const char* text = "Return to life?";
float textW = ImGui::CalcTextSize(text).x;
ImGui::SetCursorPosX((dlgW - textW) / 2);
ImGui::TextColored(ImVec4(0.8f, 0.9f, 1.0f, 1.0f), "%s", text);
ImGui::Spacing();
ImGui::Spacing();
float btnW = 100.0f;
float spacing = 20.0f;
ImGui::SetCursorPosX((dlgW - btnW * 2 - spacing) / 2);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.2f, 0.5f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.3f, 0.7f, 0.3f, 1.0f));
if (ImGui::Button("Accept", ImVec2(btnW, 30))) {
gameHandler.acceptResurrect();
}
ImGui::PopStyleColor(2);
ImGui::SameLine(0, spacing);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.5f, 0.2f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.7f, 0.3f, 0.3f, 1.0f));
if (ImGui::Button("Decline", ImVec2(btnW, 30))) {
gameHandler.declineResurrect();
}
ImGui::PopStyleColor(2);
}
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar();
}
// ============================================================
// Settings Window
// ============================================================
void GameScreen::renderSettingsWindow() {
if (!showSettingsWindow) return;
auto* window = core::Application::getInstance().getWindow();
auto* renderer = core::Application::getInstance().getRenderer();
if (!window) return;
static const int kResolutions[][2] = {
{1280, 720},
{1600, 900},
{1920, 1080},
{2560, 1440},
{3840, 2160},
};
static const int kResCount = sizeof(kResolutions) / sizeof(kResolutions[0]);
constexpr int kDefaultResW = 1920;
constexpr int kDefaultResH = 1080;
constexpr bool kDefaultFullscreen = false;
constexpr bool kDefaultVsync = true;
constexpr bool kDefaultShadows = false;
constexpr int kDefaultMusicVolume = 30;
constexpr int kDefaultSfxVolume = 100;
constexpr float kDefaultMouseSensitivity = 0.2f;
constexpr bool kDefaultInvertMouse = false;
int defaultResIndex = 0;
for (int i = 0; i < kResCount; i++) {
if (kResolutions[i][0] == kDefaultResW && kResolutions[i][1] == kDefaultResH) {
defaultResIndex = i;
break;
}
}
if (!settingsInit) {
pendingFullscreen = window->isFullscreen();
pendingVsync = window->isVsyncEnabled();
pendingShadows = renderer ? renderer->areShadowsEnabled() : true;
if (renderer) {
// Load volumes from all audio managers
if (auto* music = renderer->getMusicManager()) {
pendingMusicVolume = music->getVolume();
}
if (auto* ambient = renderer->getAmbientSoundManager()) {
pendingAmbientVolume = static_cast<int>(ambient->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* ui = renderer->getUiSoundManager()) {
pendingUiVolume = static_cast<int>(ui->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* combat = renderer->getCombatSoundManager()) {
pendingCombatVolume = static_cast<int>(combat->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* spell = renderer->getSpellSoundManager()) {
pendingSpellVolume = static_cast<int>(spell->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* movement = renderer->getMovementSoundManager()) {
pendingMovementVolume = static_cast<int>(movement->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* footstep = renderer->getFootstepManager()) {
pendingFootstepVolume = static_cast<int>(footstep->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* npcVoice = renderer->getNpcVoiceManager()) {
pendingNpcVoiceVolume = static_cast<int>(npcVoice->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* mount = renderer->getMountSoundManager()) {
pendingMountVolume = static_cast<int>(mount->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* activity = renderer->getActivitySoundManager()) {
pendingActivityVolume = static_cast<int>(activity->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* cameraController = renderer->getCameraController()) {
pendingMouseSensitivity = cameraController->getMouseSensitivity();
pendingInvertMouse = cameraController->isInvertMouse();
}
}
pendingResIndex = 0;
int curW = window->getWidth();
int curH = window->getHeight();
for (int i = 0; i < kResCount; i++) {
if (kResolutions[i][0] == curW && kResolutions[i][1] == curH) {
pendingResIndex = i;
break;
}
}
pendingUiOpacity = static_cast<int>(uiOpacity_ * 100.0f + 0.5f);
pendingMinimapRotate = minimapRotate_;
if (renderer) {
if (auto* minimap = renderer->getMinimap()) {
minimap->setRotateWithCamera(minimapRotate_);
}
}
settingsInit = true;
}
ImGuiIO& io = ImGui::GetIO();
float screenW = io.DisplaySize.x;
float screenH = io.DisplaySize.y;
ImVec2 size(520.0f, std::min(screenH * 0.9f, 720.0f));
ImVec2 pos((screenW - size.x) * 0.5f, (screenH - size.y) * 0.5f);
ImGui::SetNextWindowPos(pos, ImGuiCond_Always);
ImGui::SetNextWindowSize(size, ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
if (ImGui::Begin("##SettingsWindow", nullptr, flags)) {
ImGui::Text("Settings");
ImGui::Separator();
if (ImGui::BeginTabBar("SettingsTabs", ImGuiTabBarFlags_None)) {
// ============================================================
// VIDEO TAB
// ============================================================
if (ImGui::BeginTabItem("Video")) {
ImGui::Spacing();
ImGui::Checkbox("Fullscreen", &pendingFullscreen);
ImGui::Checkbox("VSync", &pendingVsync);
ImGui::Checkbox("Shadows", &pendingShadows);
const char* resLabel = "Resolution";
const char* resItems[kResCount];
char resBuf[kResCount][16];
for (int i = 0; i < kResCount; i++) {
snprintf(resBuf[i], sizeof(resBuf[i]), "%dx%d", kResolutions[i][0], kResolutions[i][1]);
resItems[i] = resBuf[i];
}
ImGui::Combo(resLabel, &pendingResIndex, resItems, kResCount);
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
if (ImGui::Button("Restore Video Defaults", ImVec2(-1, 0))) {
pendingFullscreen = kDefaultFullscreen;
pendingVsync = kDefaultVsync;
pendingShadows = kDefaultShadows;
pendingResIndex = defaultResIndex;
}
ImGui::EndTabItem();
}
// ============================================================
// AUDIO TAB
// ============================================================
if (ImGui::BeginTabItem("Audio")) {
ImGui::Spacing();
ImGui::BeginChild("AudioSettings", ImVec2(0, 360), true);
ImGui::Text("Master Volume");
ImGui::SliderInt("##MasterVolume", &pendingMasterVolume, 0, 100, "%d%%");
ImGui::Separator();
ImGui::Text("Music");
ImGui::SliderInt("##MusicVolume", &pendingMusicVolume, 0, 100, "%d%%");
ImGui::Spacing();
ImGui::Text("Ambient Sounds");
ImGui::SliderInt("##AmbientVolume", &pendingAmbientVolume, 0, 100, "%d%%");
ImGui::TextWrapped("Weather, zones, cities, emitters");
ImGui::Spacing();
ImGui::Text("UI Sounds");
ImGui::SliderInt("##UiVolume", &pendingUiVolume, 0, 100, "%d%%");
ImGui::TextWrapped("Buttons, loot, quest complete");
ImGui::Spacing();
ImGui::Text("Combat Sounds");
ImGui::SliderInt("##CombatVolume", &pendingCombatVolume, 0, 100, "%d%%");
ImGui::TextWrapped("Weapon swings, impacts, grunts");
ImGui::Spacing();
ImGui::Text("Spell Sounds");
ImGui::SliderInt("##SpellVolume", &pendingSpellVolume, 0, 100, "%d%%");
ImGui::TextWrapped("Magic casting and impacts");
ImGui::Spacing();
ImGui::Text("Movement Sounds");
ImGui::SliderInt("##MovementVolume", &pendingMovementVolume, 0, 100, "%d%%");
ImGui::TextWrapped("Water splashes, jump/land");
ImGui::Spacing();
ImGui::Text("Footsteps");
ImGui::SliderInt("##FootstepVolume", &pendingFootstepVolume, 0, 100, "%d%%");
ImGui::Spacing();
ImGui::Text("NPC Voices");
ImGui::SliderInt("##NpcVoiceVolume", &pendingNpcVoiceVolume, 0, 100, "%d%%");
ImGui::Spacing();
ImGui::Text("Mount Sounds");
ImGui::SliderInt("##MountVolume", &pendingMountVolume, 0, 100, "%d%%");
ImGui::Spacing();
ImGui::Text("Activity Sounds");
ImGui::SliderInt("##ActivityVolume", &pendingActivityVolume, 0, 100, "%d%%");
ImGui::TextWrapped("Swimming, eating, drinking");
ImGui::EndChild();
if (ImGui::Button("Restore Audio Defaults", ImVec2(-1, 0))) {
pendingMasterVolume = 100;
pendingMusicVolume = kDefaultMusicVolume;
pendingAmbientVolume = 100;
pendingUiVolume = 100;
pendingCombatVolume = 100;
pendingSpellVolume = 100;
pendingMovementVolume = 100;
pendingFootstepVolume = 100;
pendingNpcVoiceVolume = 100;
pendingMountVolume = 100;
pendingActivityVolume = 100;
}
ImGui::EndTabItem();
}
// ============================================================
// GAMEPLAY TAB
// ============================================================
if (ImGui::BeginTabItem("Gameplay")) {
ImGui::Spacing();
ImGui::Text("Controls");
ImGui::Separator();
ImGui::SliderFloat("Mouse Sensitivity", &pendingMouseSensitivity, 0.05f, 1.0f, "%.2f");
ImGui::Checkbox("Invert Mouse", &pendingInvertMouse);
ImGui::Spacing();
ImGui::Spacing();
ImGui::Text("Interface");
ImGui::Separator();
ImGui::SliderInt("UI Opacity", &pendingUiOpacity, 20, 100, "%d%%");
ImGui::Checkbox("Rotate Minimap", &pendingMinimapRotate);
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
if (ImGui::Button("Restore Gameplay Defaults", ImVec2(-1, 0))) {
pendingMouseSensitivity = kDefaultMouseSensitivity;
pendingInvertMouse = kDefaultInvertMouse;
pendingUiOpacity = 65;
pendingMinimapRotate = false;
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
if (ImGui::Button("Apply", ImVec2(-1, 0))) {
uiOpacity_ = static_cast<float>(pendingUiOpacity) / 100.0f;
minimapRotate_ = pendingMinimapRotate;
saveSettings();
window->setVsync(pendingVsync);
window->setFullscreen(pendingFullscreen);
window->applyResolution(kResolutions[pendingResIndex][0], kResolutions[pendingResIndex][1]);
if (renderer) {
renderer->setShadowsEnabled(pendingShadows);
if (auto* minimap = renderer->getMinimap()) {
minimap->setRotateWithCamera(minimapRotate_);
}
// Apply all audio volume settings
float masterScale = static_cast<float>(pendingMasterVolume) / 100.0f;
if (auto* music = renderer->getMusicManager()) {
music->setVolume(static_cast<int>(pendingMusicVolume * masterScale));
}
if (auto* ambient = renderer->getAmbientSoundManager()) {
ambient->setVolumeScale(pendingAmbientVolume / 100.0f * masterScale);
}
if (auto* ui = renderer->getUiSoundManager()) {
ui->setVolumeScale(pendingUiVolume / 100.0f * masterScale);
}
if (auto* combat = renderer->getCombatSoundManager()) {
combat->setVolumeScale(pendingCombatVolume / 100.0f * masterScale);
}
if (auto* spell = renderer->getSpellSoundManager()) {
spell->setVolumeScale(pendingSpellVolume / 100.0f * masterScale);
}
if (auto* movement = renderer->getMovementSoundManager()) {
movement->setVolumeScale(pendingMovementVolume / 100.0f * masterScale);
}
if (auto* footstep = renderer->getFootstepManager()) {
footstep->setVolumeScale(pendingFootstepVolume / 100.0f * masterScale);
}
if (auto* npcVoice = renderer->getNpcVoiceManager()) {
npcVoice->setVolumeScale(pendingNpcVoiceVolume / 100.0f * masterScale);
}
if (auto* mount = renderer->getMountSoundManager()) {
mount->setVolumeScale(pendingMountVolume / 100.0f * masterScale);
}
if (auto* activity = renderer->getActivitySoundManager()) {
activity->setVolumeScale(pendingActivityVolume / 100.0f * masterScale);
}
if (auto* cameraController = renderer->getCameraController()) {
cameraController->setMouseSensitivity(pendingMouseSensitivity);
cameraController->setInvertMouse(pendingInvertMouse);
}
}
}
ImGui::Spacing();
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10.0f, 10.0f));
if (ImGui::Button("Back to Game", ImVec2(-1, 0))) {
showSettingsWindow = false;
}
ImGui::PopStyleVar();
}
ImGui::End();
}
void GameScreen::renderQuestMarkers(game::GameHandler& gameHandler) {
const auto& statuses = gameHandler.getNpcQuestStatuses();
if (statuses.empty()) return;
auto* renderer = core::Application::getInstance().getRenderer();
auto* camera = renderer ? renderer->getCamera() : nullptr;
auto* window = core::Application::getInstance().getWindow();
if (!camera || !window) return;
float screenW = static_cast<float>(window->getWidth());
float screenH = static_cast<float>(window->getHeight());
glm::mat4 viewProj = camera->getViewProjectionMatrix();
auto* drawList = ImGui::GetForegroundDrawList();
for (const auto& [guid, status] : statuses) {
// Only show markers for available (!) and reward/completable (?)
const char* marker = nullptr;
ImU32 color = IM_COL32(255, 210, 0, 255); // yellow
if (status == game::QuestGiverStatus::AVAILABLE) {
marker = "!";
} else if (status == game::QuestGiverStatus::AVAILABLE_LOW) {
marker = "!";
color = IM_COL32(160, 160, 160, 255); // gray
} else if (status == game::QuestGiverStatus::REWARD) {
marker = "?";
} else if (status == game::QuestGiverStatus::INCOMPLETE) {
marker = "?";
color = IM_COL32(160, 160, 160, 255); // gray
} else {
continue;
}
// Get entity position (canonical coords)
auto entity = gameHandler.getEntityManager().getEntity(guid);
if (!entity) continue;
glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ());
glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
// Get model height for offset
float heightOffset = 3.0f;
glm::vec3 boundsCenter;
float boundsRadius = 0.0f;
if (core::Application::getInstance().getRenderBoundsForGuid(guid, boundsCenter, boundsRadius)) {
heightOffset = boundsRadius * 2.0f + 1.0f;
}
renderPos.z += heightOffset;
// Project to screen
glm::vec4 clipPos = viewProj * glm::vec4(renderPos, 1.0f);
if (clipPos.w <= 0.0f) continue;
glm::vec2 ndc(clipPos.x / clipPos.w, clipPos.y / clipPos.w);
float sx = (ndc.x + 1.0f) * 0.5f * screenW;
float sy = (1.0f - ndc.y) * 0.5f * screenH;
// Skip if off-screen
if (sx < -50 || sx > screenW + 50 || sy < -50 || sy > screenH + 50) continue;
// Scale text size based on distance
float dist = clipPos.w;
float fontSize = std::clamp(800.0f / dist, 14.0f, 48.0f);
// Draw outlined text: 4 shadow copies then main text
ImFont* font = ImGui::GetFont();
ImU32 outlineColor = IM_COL32(0, 0, 0, 220);
float off = std::max(1.0f, fontSize * 0.06f);
ImVec2 textSize = font->CalcTextSizeA(fontSize, FLT_MAX, 0.0f, marker);
float tx = sx - textSize.x * 0.5f;
float ty = sy - textSize.y * 0.5f;
drawList->AddText(font, fontSize, ImVec2(tx - off, ty), outlineColor, marker);
drawList->AddText(font, fontSize, ImVec2(tx + off, ty), outlineColor, marker);
drawList->AddText(font, fontSize, ImVec2(tx, ty - off), outlineColor, marker);
drawList->AddText(font, fontSize, ImVec2(tx, ty + off), outlineColor, marker);
drawList->AddText(font, fontSize, ImVec2(tx, ty), color, marker);
}
}
void GameScreen::renderMinimapMarkers(game::GameHandler& gameHandler) {
const auto& statuses = gameHandler.getNpcQuestStatuses();
auto* renderer = core::Application::getInstance().getRenderer();
auto* camera = renderer ? renderer->getCamera() : nullptr;
auto* minimap = renderer ? renderer->getMinimap() : nullptr;
auto* window = core::Application::getInstance().getWindow();
if (!camera || !minimap || !window) return;
float screenW = static_cast<float>(window->getWidth());
// Minimap parameters (matching minimap.cpp)
float mapSize = 200.0f;
float margin = 10.0f;
float mapRadius = mapSize * 0.5f;
float centerX = screenW - margin - mapRadius;
float centerY = margin + mapRadius;
float viewRadius = 400.0f;
// Player position in render coords
auto& mi = gameHandler.getMovementInfo();
glm::vec3 playerRender = core::coords::canonicalToRender(glm::vec3(mi.x, mi.y, mi.z));
// Camera bearing for minimap rotation
float bearing = 0.0f;
float cosB = 1.0f;
float sinB = 0.0f;
if (minimapRotate_) {
glm::vec3 fwd = camera->getForward();
bearing = std::atan2(-fwd.x, fwd.y);
cosB = std::cos(bearing);
sinB = std::sin(bearing);
}
if (statuses.empty()) return;
auto* drawList = ImGui::GetForegroundDrawList();
for (const auto& [guid, status] : statuses) {
ImU32 dotColor;
const char* marker = nullptr;
if (status == game::QuestGiverStatus::AVAILABLE) {
dotColor = IM_COL32(255, 210, 0, 255);
marker = "!";
} else if (status == game::QuestGiverStatus::AVAILABLE_LOW) {
dotColor = IM_COL32(160, 160, 160, 255);
marker = "!";
} else if (status == game::QuestGiverStatus::REWARD) {
dotColor = IM_COL32(255, 210, 0, 255);
marker = "?";
} else if (status == game::QuestGiverStatus::INCOMPLETE) {
dotColor = IM_COL32(160, 160, 160, 255);
marker = "?";
} else {
continue;
}
auto entity = gameHandler.getEntityManager().getEntity(guid);
if (!entity) continue;
glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ());
glm::vec3 npcRender = core::coords::canonicalToRender(canonical);
// Offset from player in render coords
float dx = npcRender.x - playerRender.x;
float dy = npcRender.y - playerRender.y;
// Rotate by camera bearing (minimap north-up rotation)
float rx = dx * cosB - dy * sinB;
float ry = dx * sinB + dy * cosB;
// Scale to minimap pixels
float px = rx / viewRadius * mapRadius;
float py = -ry / viewRadius * mapRadius; // screen Y is inverted
// Clamp to circle
float distFromCenter = std::sqrt(px * px + py * py);
if (distFromCenter > mapRadius - 4.0f) {
float scale = (mapRadius - 4.0f) / distFromCenter;
px *= scale;
py *= scale;
}
float sx = centerX + px;
float sy = centerY + py;
// Draw dot with marker text
drawList->AddCircleFilled(ImVec2(sx, sy), 5.0f, dotColor);
ImFont* font = ImGui::GetFont();
ImVec2 textSize = font->CalcTextSizeA(11.0f, FLT_MAX, 0.0f, marker);
drawList->AddText(font, 11.0f,
ImVec2(sx - textSize.x * 0.5f, sy - textSize.y * 0.5f),
IM_COL32(0, 0, 0, 255), marker);
}
}
std::string GameScreen::getSettingsPath() {
std::string dir;
#ifdef _WIN32
const char* appdata = std::getenv("APPDATA");
dir = appdata ? std::string(appdata) + "\\wowee" : ".";
#else
const char* home = std::getenv("HOME");
dir = home ? std::string(home) + "/.wowee" : ".";
#endif
return dir + "/settings.cfg";
}
void GameScreen::saveSettings() {
std::string path = getSettingsPath();
std::filesystem::path dir = std::filesystem::path(path).parent_path();
std::error_code ec;
std::filesystem::create_directories(dir, ec);
std::ofstream out(path);
if (!out.is_open()) {
LOG_WARNING("Could not save settings to ", path);
return;
}
out << "ui_opacity=" << pendingUiOpacity << "\n";
out << "minimap_rotate=" << (pendingMinimapRotate ? 1 : 0) << "\n";
LOG_INFO("Settings saved to ", path);
}
void GameScreen::loadSettings() {
std::string path = getSettingsPath();
std::ifstream in(path);
if (!in.is_open()) return;
std::string line;
while (std::getline(in, line)) {
size_t eq = line.find('=');
if (eq == std::string::npos) continue;
std::string key = line.substr(0, eq);
std::string val = line.substr(eq + 1);
if (key == "ui_opacity") {
try {
int v = std::stoi(val);
if (v >= 20 && v <= 100) {
pendingUiOpacity = v;
uiOpacity_ = static_cast<float>(v) / 100.0f;
}
} catch (...) {}
} else if (key == "minimap_rotate") {
try {
int v = std::stoi(val);
minimapRotate_ = (v != 0);
pendingMinimapRotate = minimapRotate_;
} catch (...) {}
}
}
LOG_INFO("Settings loaded from ", path);
}
}} // namespace wowee::ui