mirror of
https://github.com/Kelsidavis/WoWee.git
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- Add `DialogManager` + `SettingsPanel` UI modules - Refactor `GameScreen` to delegate dialogs and settings to new domains - Update CMakeLists.txt to include new sources - Include header/source files: - dialog_manager.hpp - settings_panel.hpp - dialog_manager.cpp - settings_panel.cpp - game_screen.cpp - Keep `GameScreen` surface behavior while decoupling feature responsibilities
406 lines
16 KiB
C++
406 lines
16 KiB
C++
#pragma once
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#include "game/game_handler.hpp"
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#include "game/inventory.hpp"
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// WorldMap is now owned by Renderer, accessed via getWorldMap()
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#include "rendering/character_preview.hpp"
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#include "ui/inventory_screen.hpp"
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#include "ui/quest_log_screen.hpp"
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#include "ui/spellbook_screen.hpp"
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#include "ui/talent_screen.hpp"
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#include "ui/keybinding_manager.hpp"
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#include "ui/chat_panel.hpp"
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#include "ui/toast_manager.hpp"
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#include "ui/dialog_manager.hpp"
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#include "ui/settings_panel.hpp"
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#include <vulkan/vulkan.h>
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#include <imgui.h>
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#include <string>
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#include <unordered_map>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering { class Renderer; }
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namespace ui {
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/**
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* In-game screen UI
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*
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* Displays player info, entity list, chat, and game controls
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*/
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class GameScreen {
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public:
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GameScreen();
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/**
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* Render the UI
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* @param gameHandler Reference to game handler
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*/
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void render(game::GameHandler& gameHandler);
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/**
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* Check if chat input is active
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*/
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bool isChatInputActive() const { return chatPanel_.isChatInputActive(); }
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void saveSettings();
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void loadSettings();
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private:
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// Chat panel (extracted from GameScreen — owns all chat state and rendering)
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ChatPanel chatPanel_;
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// Toast manager (extracted from GameScreen — owns all toast/notification state and rendering)
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ToastManager toastManager_;
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// Dialog manager (extracted from GameScreen — owns all popup/dialog rendering)
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DialogManager dialogManager_;
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// Settings panel (extracted from GameScreen — owns all settings UI and config state)
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SettingsPanel settingsPanel_;
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// Action bar error-flash: spellId → wall-clock time (seconds) when the flash ends.
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// Populated by the SpellCastFailedCallback; queried during action bar button rendering.
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std::unordered_map<uint32_t, float> actionFlashEndTimes_;
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// UI state
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bool showEntityWindow = false;
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bool showChatWindow = true;
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bool showMinimap_ = true; // M key toggles minimap
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bool showNameplates_ = true; // V key toggles enemy/NPC nameplates
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uint64_t nameplateCtxGuid_ = 0; // GUID of nameplate right-clicked (0 = none)
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ImVec2 nameplateCtxPos_{}; // Screen position of nameplate right-click
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uint32_t lastPlayerHp_ = 0; // Previous frame HP for damage flash detection
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float damageFlashAlpha_ = 0.0f; // Screen edge flash intensity (fades to 0)
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// Raid Warning / Boss Emote big-text overlay (center-screen, fades after 5s)
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struct RaidWarnEntry {
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std::string text;
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float age = 0.0f;
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bool isBossEmote = false; // true = amber, false (raid warning) = red+yellow
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static constexpr float LIFETIME = 5.0f;
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};
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std::vector<RaidWarnEntry> raidWarnEntries_;
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bool raidWarnCallbackSet_ = false;
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size_t raidWarnChatSeenCount_ = 0; // index into chat history for unread scan
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// UIErrorsFrame: WoW-style center-bottom error messages (spell fails, out of range, etc.)
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struct UIErrorEntry { std::string text; float age = 0.0f; };
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std::vector<UIErrorEntry> uiErrors_;
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bool uiErrorCallbackSet_ = false;
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static constexpr float kUIErrorLifetime = 2.5f;
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bool castFailedCallbackSet_ = false;
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static constexpr float kActionFlashDuration = 0.5f; // seconds for error-red overlay to fade
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// Death screen: elapsed time since the death dialog first appeared
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float deathElapsed_ = 0.0f;
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bool deathTimerRunning_ = false;
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// WoW forces release after ~6 minutes; show countdown until then
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static constexpr float kForcedReleaseSec = 360.0f;
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bool showPlayerInfo = false;
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bool showSocialFrame_ = false; // O key toggles social/friends list
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bool showGuildRoster_ = false;
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bool showRaidFrames_ = true; // F key toggles raid/party frames
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bool showWorldMap_ = false; // W key toggles world map
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std::string selectedGuildMember_;
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bool showGuildNoteEdit_ = false;
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bool editingOfficerNote_ = false;
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char guildNoteEditBuffer_[256] = {0};
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int guildRosterTab_ = 0; // 0=Roster, 1=Guild Info
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char guildMotdEditBuffer_[256] = {0};
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bool showMotdEdit_ = false;
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char petitionNameBuffer_[64] = {0};
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char addRankNameBuffer_[64] = {0};
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bool showAddRankModal_ = false;
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bool vendorBagsOpened_ = false; // Track if bags were auto-opened for current vendor session
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ImVec2 questTrackerPos_ = ImVec2(-1.0f, -1.0f); // <0 = use default
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ImVec2 questTrackerSize_ = ImVec2(220.0f, 200.0f); // saved size
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float questTrackerRightOffset_ = -1.0f; // pixels from right edge; <0 = use default
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bool questTrackerPosInit_ = false;
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bool showEscapeMenu = false;
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// Macro editor popup state
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uint32_t macroEditorId_ = 0; // macro index being edited
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bool macroEditorOpen_ = false; // deferred OpenPopup flag
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char macroEditorBuf_[256] = {}; // edit buffer
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/**
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* Render player info window
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*/
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void renderPlayerInfo(game::GameHandler& gameHandler);
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/**
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* Render entity list window
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*/
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void renderEntityList(game::GameHandler& gameHandler);
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/**
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* Render player unit frame (top-left)
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*/
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void renderPlayerFrame(game::GameHandler& gameHandler);
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/**
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* Render target frame
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*/
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void renderTargetFrame(game::GameHandler& gameHandler);
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void renderFocusFrame(game::GameHandler& gameHandler);
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/**
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* Render pet frame (below player frame when player has an active pet)
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*/
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void renderPetFrame(game::GameHandler& gameHandler);
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void renderTotemFrame(game::GameHandler& gameHandler);
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/**
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* Process targeting input (Tab, Escape, click)
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*/
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void processTargetInput(game::GameHandler& gameHandler);
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/**
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* Rebuild character geosets from current equipment state
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*/
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void updateCharacterGeosets(game::Inventory& inventory);
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/**
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* Re-composite character skin texture from current equipment
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*/
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void updateCharacterTextures(game::Inventory& inventory);
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// ---- New UI renders ----
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void renderActionBar(game::GameHandler& gameHandler);
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void renderStanceBar(game::GameHandler& gameHandler);
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void renderBagBar(game::GameHandler& gameHandler);
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void renderXpBar(game::GameHandler& gameHandler);
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void renderRepBar(game::GameHandler& gameHandler);
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void renderCastBar(game::GameHandler& gameHandler);
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void renderMirrorTimers(game::GameHandler& gameHandler);
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void renderCooldownTracker(game::GameHandler& gameHandler);
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void renderCombatText(game::GameHandler& gameHandler);
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void renderRaidWarningOverlay(game::GameHandler& gameHandler);
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void renderPartyFrames(game::GameHandler& gameHandler);
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void renderBossFrames(game::GameHandler& gameHandler);
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void renderUIErrors(game::GameHandler& gameHandler, float deltaTime);
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void renderBuffBar(game::GameHandler& gameHandler);
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void renderSocialFrame(game::GameHandler& gameHandler);
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void renderLootWindow(game::GameHandler& gameHandler);
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void renderGossipWindow(game::GameHandler& gameHandler);
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void renderQuestDetailsWindow(game::GameHandler& gameHandler);
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void renderQuestRequestItemsWindow(game::GameHandler& gameHandler);
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void renderQuestOfferRewardWindow(game::GameHandler& gameHandler);
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void renderVendorWindow(game::GameHandler& gameHandler);
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void renderTrainerWindow(game::GameHandler& gameHandler);
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void renderBarberShopWindow(game::GameHandler& gameHandler);
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void renderStableWindow(game::GameHandler& gameHandler);
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void renderTaxiWindow(game::GameHandler& gameHandler);
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void renderLogoutCountdown(game::GameHandler& gameHandler);
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void renderDeathScreen(game::GameHandler& gameHandler);
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void renderReclaimCorpseButton(game::GameHandler& gameHandler);
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void renderEscapeMenu();
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void renderQuestMarkers(game::GameHandler& gameHandler);
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void renderMinimapMarkers(game::GameHandler& gameHandler);
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void renderQuestObjectiveTracker(game::GameHandler& gameHandler);
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void renderGuildRoster(game::GameHandler& gameHandler);
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void renderMailWindow(game::GameHandler& gameHandler);
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void renderMailComposeWindow(game::GameHandler& gameHandler);
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void renderBankWindow(game::GameHandler& gameHandler);
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void renderGuildBankWindow(game::GameHandler& gameHandler);
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void renderAuctionHouseWindow(game::GameHandler& gameHandler);
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void renderDungeonFinderWindow(game::GameHandler& gameHandler);
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void renderInstanceLockouts(game::GameHandler& gameHandler);
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void renderNameplates(game::GameHandler& gameHandler);
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void renderBattlegroundScore(game::GameHandler& gameHandler);
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void renderDPSMeter(game::GameHandler& gameHandler);
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void renderDurabilityWarning(game::GameHandler& gameHandler);
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void takeScreenshot(game::GameHandler& gameHandler);
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/**
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* Inventory screen
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*/
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void renderWorldMap(game::GameHandler& gameHandler);
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InventoryScreen inventoryScreen;
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uint64_t inventoryScreenCharGuid_ = 0; // GUID of character inventory screen was initialized for
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QuestLogScreen questLogScreen;
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SpellbookScreen spellbookScreen;
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TalentScreen talentScreen;
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// WorldMap is now owned by Renderer (accessed via renderer->getWorldMap())
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// Spell icon cache: spellId -> GL texture ID
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std::unordered_map<uint32_t, VkDescriptorSet> spellIconCache_;
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// SpellIconID -> icon path (from SpellIcon.dbc)
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std::unordered_map<uint32_t, std::string> spellIconPaths_;
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// SpellID -> SpellIconID (from Spell.dbc field 133)
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std::unordered_map<uint32_t, uint32_t> spellIconIds_;
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bool spellIconDbLoaded_ = false;
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VkDescriptorSet getSpellIcon(uint32_t spellId, pipeline::AssetManager* am);
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// ItemExtendedCost.dbc cache: extendedCostId -> cost details
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struct ExtendedCostEntry {
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uint32_t honorPoints = 0;
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uint32_t arenaPoints = 0;
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uint32_t itemId[5] = {};
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uint32_t itemCount[5] = {};
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};
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std::unordered_map<uint32_t, ExtendedCostEntry> extendedCostCache_;
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bool extendedCostDbLoaded_ = false;
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void loadExtendedCostDBC();
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std::string formatExtendedCost(uint32_t extendedCostId, game::GameHandler& gameHandler);
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// Macro cooldown cache: maps macro ID → resolved primary spell ID (0 = no spell found)
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std::unordered_map<uint32_t, uint32_t> macroPrimarySpellCache_;
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size_t macroCacheSpellCount_ = 0; // invalidates cache when spell list changes
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uint32_t resolveMacroPrimarySpellId(uint32_t macroId, game::GameHandler& gameHandler);
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// Death Knight rune bar: client-predicted fill (0.0=depleted, 1.0=ready) for smooth animation
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float runeClientFill_[6] = {1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f};
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// Action bar drag state (-1 = not dragging)
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int actionBarDragSlot_ = -1;
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VkDescriptorSet actionBarDragIcon_ = VK_NULL_HANDLE;
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// Bag bar state
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VkDescriptorSet backpackIconTexture_ = VK_NULL_HANDLE;
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VkDescriptorSet emptyBagSlotTexture_ = VK_NULL_HANDLE;
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int bagBarPickedSlot_ = -1; // Visual drag in progress (-1 = none)
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int bagBarDragSource_ = -1; // Mouse pressed on this slot, waiting for drag or click (-1 = none)
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// Who Results window
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bool showWhoWindow_ = false;
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void renderWhoWindow(game::GameHandler& gameHandler);
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// Combat Log window
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bool showCombatLog_ = false;
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void renderCombatLog(game::GameHandler& gameHandler);
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// Instance Lockouts window
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bool showInstanceLockouts_ = false;
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// Dungeon Finder state
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bool showDungeonFinder_ = false;
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// Achievements window
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bool showAchievementWindow_ = false;
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char achievementSearchBuf_[128] = {};
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void renderAchievementWindow(game::GameHandler& gameHandler);
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// Skills / Professions window (K key)
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bool showSkillsWindow_ = false;
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void renderSkillsWindow(game::GameHandler& gameHandler);
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// Titles window
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bool showTitlesWindow_ = false;
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void renderTitlesWindow(game::GameHandler& gameHandler);
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// Equipment Set Manager window
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bool showEquipSetWindow_ = false;
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void renderEquipSetWindow(game::GameHandler& gameHandler);
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// GM Ticket window
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bool showGmTicketWindow_ = false;
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bool gmTicketWindowWasOpen_ = false; ///< Previous frame state; used to fire one-shot query
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char gmTicketBuf_[2048] = {};
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void renderGmTicketWindow(game::GameHandler& gameHandler);
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// Pet rename modal (triggered from pet frame context menu)
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bool petRenameOpen_ = false;
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char petRenameBuf_[16] = {};
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// Inspect window
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bool showInspectWindow_ = false;
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void renderInspectWindow(game::GameHandler& gameHandler);
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// Readable text window (books / scrolls / notes)
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bool showBookWindow_ = false;
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int bookCurrentPage_ = 0;
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void renderBookWindow(game::GameHandler& gameHandler);
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// Threat window
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bool showThreatWindow_ = false;
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void renderThreatWindow(game::GameHandler& gameHandler);
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// BG scoreboard window
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bool showBgScoreboard_ = false;
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void renderBgScoreboard(game::GameHandler& gameHandler);
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uint8_t lfgRoles_ = 0x08; // default: DPS (0x02=tank, 0x04=healer, 0x08=dps)
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uint32_t lfgSelectedDungeon_ = 861; // default: random dungeon (entry 861 = Random Dungeon WotLK)
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// Mail compose state
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char mailRecipientBuffer_[256] = "";
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char mailSubjectBuffer_[256] = "";
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char mailBodyBuffer_[2048] = "";
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int mailComposeMoney_[3] = {0, 0, 0}; // gold, silver, copper
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// Vendor search filter
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char vendorSearchFilter_[128] = "";
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// Vendor purchase confirmation for expensive items
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bool vendorConfirmOpen_ = false;
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uint64_t vendorConfirmGuid_ = 0;
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uint32_t vendorConfirmItemId_ = 0;
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uint32_t vendorConfirmSlot_ = 0;
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uint32_t vendorConfirmQty_ = 1;
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uint32_t vendorConfirmPrice_ = 0;
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std::string vendorConfirmItemName_;
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// Barber shop UI state
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int barberHairStyle_ = 0;
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int barberHairColor_ = 0;
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int barberFacialHair_ = 0;
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int barberOrigHairStyle_ = 0;
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int barberOrigHairColor_ = 0;
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int barberOrigFacialHair_ = 0;
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bool barberInitialized_ = false;
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// Trainer search filter
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char trainerSearchFilter_[128] = "";
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// Auction house UI state
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char auctionSearchName_[256] = "";
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int auctionLevelMin_ = 0;
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int auctionLevelMax_ = 0;
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int auctionQuality_ = 0;
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int auctionSellDuration_ = 2; // 0=12h, 1=24h, 2=48h
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int auctionSellBid_[3] = {0, 0, 0}; // gold, silver, copper
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int auctionSellBuyout_[3] = {0, 0, 0}; // gold, silver, copper
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int auctionSelectedItem_ = -1;
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int auctionSellSlotIndex_ = -1; // Selected backpack slot for selling
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uint32_t auctionBrowseOffset_ = 0; // Pagination offset for browse results
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int auctionItemClass_ = -1; // Item class filter (-1 = All)
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int auctionItemSubClass_ = -1; // Item subclass filter (-1 = All)
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bool auctionUsableOnly_ = false; // Filter to items usable by current class/level
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// Guild bank money input
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int guildBankMoneyInput_[3] = {0, 0, 0}; // gold, silver, copper
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// Left-click targeting: distinguish click from camera drag
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glm::vec2 leftClickPressPos_ = glm::vec2(0.0f);
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bool leftClickWasPress_ = false;
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bool appearanceCallbackSet_ = false;
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bool ghostOpacityStateKnown_ = false;
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bool ghostOpacityLastState_ = false;
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uint32_t ghostOpacityLastInstanceId_ = 0;
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void renderWeatherOverlay(game::GameHandler& gameHandler);
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// DPS / HPS meter
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float dpsCombatAge_ = 0.0f; // seconds in current combat (for accurate early-combat DPS)
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bool dpsWasInCombat_ = false;
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float dpsEncounterDamage_ = 0.0f; // total player damage this combat
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float dpsEncounterHeal_ = 0.0f; // total player healing this combat
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size_t dpsLogSeenCount_ = 0; // log entries already scanned
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public:
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void openDungeonFinder() { showDungeonFinder_ = true; }
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ToastManager& toastManager() { return toastManager_; }
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};
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} // namespace ui
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} // namespace wowee
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