mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
1867 lines
72 KiB
C++
1867 lines
72 KiB
C++
#include "ui/game_screen.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 "audio/music_manager.hpp"
|
|
#include "pipeline/asset_manager.hpp"
|
|
#include "pipeline/dbc_loader.hpp"
|
|
#include "core/logger.hpp"
|
|
#include <imgui.h>
|
|
#include <cmath>
|
|
#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();
|
|
}
|
|
return "Unknown";
|
|
}
|
|
}
|
|
|
|
namespace wowee { namespace ui {
|
|
|
|
GameScreen::GameScreen() {
|
|
}
|
|
|
|
void GameScreen::render(game::GameHandler& gameHandler) {
|
|
// 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);
|
|
renderVendorWindow(gameHandler);
|
|
renderEscapeMenu();
|
|
renderSettingsWindow();
|
|
|
|
// World map (M key toggle handled inside)
|
|
renderWorldMap(gameHandler);
|
|
|
|
// Teleporter panel (T key toggle handled in Application event loop)
|
|
renderTeleporterPanel();
|
|
|
|
// Spellbook (P key toggle handled inside)
|
|
spellbookScreen.render(gameHandler, core::Application::getInstance().getAssetManager());
|
|
|
|
// Inventory (B key toggle handled inside)
|
|
inventoryScreen.render(gameHandler.getInventory(), gameHandler.getMoneyCopper());
|
|
|
|
if (inventoryScreen.consumeInventoryDirty()) {
|
|
gameHandler.notifyInventoryChanged();
|
|
}
|
|
|
|
if (inventoryScreen.consumeEquipmentDirty()) {
|
|
updateCharacterGeosets(gameHandler.getInventory());
|
|
updateCharacterTextures(gameHandler.getInventory());
|
|
core::Application::getInstance().loadEquippedWeapons();
|
|
gameHandler.notifyEquipmentChanged();
|
|
}
|
|
|
|
// Update renderer face-target position
|
|
auto* renderer = core::Application::getInstance().getRenderer();
|
|
if (renderer) {
|
|
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);
|
|
} else {
|
|
renderer->setTargetPosition(nullptr);
|
|
}
|
|
} else {
|
|
renderer->setTargetPosition(nullptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
ImGui::SetNextWindowSize(ImVec2(chatW, chatH), ImGuiCond_Always);
|
|
ImGui::SetNextWindowPos(ImVec2(chatX, chatY), ImGuiCond_Always);
|
|
ImGui::Begin("Chat", nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove);
|
|
|
|
// Chat history
|
|
const auto& chatHistory = gameHandler.getChatHistory();
|
|
|
|
ImGui::BeginChild("ChatHistory", ImVec2(0, -70), true, ImGuiWindowFlags_HorizontalScrollbar);
|
|
|
|
for (const auto& msg : chatHistory) {
|
|
ImVec4 color = getChatTypeColor(msg.type);
|
|
ImGui::PushStyleColor(ImGuiCol_Text, color);
|
|
|
|
if (msg.type == game::ChatType::TEXT_EMOTE) {
|
|
ImGui::TextWrapped("You %s", msg.message.c_str());
|
|
} else if (!msg.senderName.empty()) {
|
|
ImGui::TextWrapped("[%s] %s: %s", getChatTypeName(msg.type), msg.senderName.c_str(), msg.message.c_str());
|
|
} else {
|
|
ImGui::TextWrapped("[%s] %s", getChatTypeName(msg.type), msg.message.c_str());
|
|
}
|
|
ImGui::PopStyleColor();
|
|
}
|
|
|
|
// Auto-scroll to bottom
|
|
if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) {
|
|
ImGui::SetScrollHereY(1.0f);
|
|
}
|
|
|
|
ImGui::EndChild();
|
|
|
|
ImGui::Spacing();
|
|
ImGui::Separator();
|
|
ImGui::Spacing();
|
|
|
|
// Chat input
|
|
ImGui::Text("Type:");
|
|
ImGui::SameLine();
|
|
ImGui::SetNextItemWidth(100);
|
|
const char* chatTypes[] = { "SAY", "YELL", "PARTY", "GUILD" };
|
|
ImGui::Combo("##ChatType", &selectedChatType, chatTypes, 4);
|
|
|
|
ImGui::SameLine();
|
|
ImGui::Text("Message:");
|
|
ImGui::SameLine();
|
|
|
|
ImGui::SetNextItemWidth(-1);
|
|
if (refocusChatInput) {
|
|
ImGui::SetKeyboardFocusHere();
|
|
refocusChatInput = false;
|
|
}
|
|
if (ImGui::InputText("##ChatInput", chatInputBuffer, sizeof(chatInputBuffer), ImGuiInputTextFlags_EnterReturnsTrue)) {
|
|
sendChatMessage(gameHandler);
|
|
refocusChatInput = true;
|
|
}
|
|
|
|
if (ImGui::IsItemActive()) {
|
|
chatInputActive = true;
|
|
} else {
|
|
chatInputActive = false;
|
|
}
|
|
|
|
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 (showTeleporter) {
|
|
showTeleporter = 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Slash key: focus chat input
|
|
if (!io.WantCaptureKeyboard && input.isKeyJustPressed(SDL_SCANCODE_SLASH)) {
|
|
refocusChatInput = true;
|
|
chatInputBuffer[0] = '/';
|
|
chatInputBuffer[1] = '\0';
|
|
}
|
|
|
|
// Enter key: focus chat input (empty)
|
|
if (!io.WantCaptureKeyboard && input.isKeyJustPressed(SDL_SCANCODE_RETURN)) {
|
|
refocusChatInput = true;
|
|
}
|
|
|
|
// Left-click targeting (when mouse not captured by UI)
|
|
if (!io.WantCaptureMouse && input.isMouseButtonJustPressed(SDL_BUTTON_LEFT)) {
|
|
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;
|
|
|
|
for (const auto& [guid, entity] : gameHandler.getEntityManager().getEntities()) {
|
|
auto t = entity->getType();
|
|
if (t != game::ObjectType::UNIT && t != game::ObjectType::PLAYER) continue;
|
|
|
|
glm::vec3 entityGL = core::coords::canonicalToRender(glm::vec3(entity->getX(), entity->getY(), entity->getZ()));
|
|
// Add half-height offset so we target the body center, not feet
|
|
entityGL.z += 3.0f;
|
|
|
|
float hitT;
|
|
if (raySphereIntersect(ray, entityGL, 3.0f, hitT)) {
|
|
if (hitT < closestT) {
|
|
closestT = hitT;
|
|
closestGuid = guid;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (closestGuid != 0) {
|
|
gameHandler.setTarget(closestGuid);
|
|
}
|
|
// Don't clear on miss — left-click is also used for camera orbit
|
|
}
|
|
}
|
|
|
|
// Right-click on target for NPC interaction / loot / auto-attack
|
|
if (!io.WantCaptureMouse && input.isMouseButtonJustPressed(SDL_BUTTON_RIGHT)) {
|
|
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 if (gameHandler.isSinglePlayerMode()) {
|
|
// Single-player: toggle auto-attack
|
|
if (gameHandler.isAutoAttacking()) {
|
|
gameHandler.stopAutoAttack();
|
|
} else {
|
|
gameHandler.startAutoAttack(target->getGuid());
|
|
}
|
|
} else {
|
|
// Try NPC interaction first (gossip), fall back to attack
|
|
gameHandler.interactWithNpc(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) {
|
|
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));
|
|
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
|
|
|
|
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();
|
|
if (!characters.empty()) {
|
|
// Use the first (or most recently selected) character
|
|
const auto& ch = characters[0];
|
|
playerName = ch.name;
|
|
playerLevel = ch.level;
|
|
// Characters don't store HP; use level-scaled estimate
|
|
playerMaxHp = 20 + playerLevel * 10;
|
|
playerHp = playerMaxHp;
|
|
}
|
|
|
|
// Name in green (friendly player color)
|
|
ImGui::TextColored(ImVec4(0.3f, 1.0f, 0.3f, 1.0f), "%s", playerName.c_str());
|
|
ImGui::SameLine();
|
|
ImGui::TextDisabled("Lv %u", playerLevel);
|
|
|
|
// 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();
|
|
}
|
|
}
|
|
|
|
// Override with local player stats in single-player mode
|
|
if (gameHandler.isSinglePlayerMode() && gameHandler.getLocalPlayerMaxHealth() > 0) {
|
|
playerHp = gameHandler.getLocalPlayerHealth();
|
|
playerMaxHp = gameHandler.getLocalPlayerMaxHealth();
|
|
}
|
|
|
|
// Health bar
|
|
float pct = static_cast<float>(playerHp) / static_cast<float>(playerMaxHp);
|
|
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, ImVec4(0.2f, 0.8f, 0.2f, 1.0f));
|
|
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;
|
|
|
|
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
|
|
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.1f, 0.1f, 0.85f));
|
|
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
|
|
|
|
if (ImGui::Begin("##TargetFrame", nullptr, flags)) {
|
|
// Entity name and type
|
|
std::string name = getEntityName(target);
|
|
|
|
ImVec4 nameColor;
|
|
switch (target->getType()) {
|
|
case game::ObjectType::PLAYER:
|
|
nameColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f); // Green
|
|
break;
|
|
case game::ObjectType::UNIT:
|
|
nameColor = ImVec4(1.0f, 1.0f, 0.3f, 1.0f); // Yellow
|
|
break;
|
|
default:
|
|
nameColor = ImVec4(0.7f, 0.7f, 0.7f, 1.0f);
|
|
break;
|
|
}
|
|
|
|
ImGui::TextColored(nameColor, "%s", name.c_str());
|
|
|
|
// Level (for units/players)
|
|
if (target->getType() == game::ObjectType::UNIT || target->getType() == game::ObjectType::PLAYER) {
|
|
auto unit = std::static_pointer_cast<game::Unit>(target);
|
|
ImGui::SameLine();
|
|
ImGui::TextDisabled("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);
|
|
|
|
// Check for slash command emotes
|
|
if (input.size() > 1 && input[0] == '/') {
|
|
std::string command = input.substr(1);
|
|
// Convert to lowercase
|
|
for (char& c : command) c = std::tolower(c);
|
|
|
|
if (command == "logout") {
|
|
core::Application::getInstance().logoutToLogin();
|
|
chatInputBuffer[0] = '\0';
|
|
return;
|
|
}
|
|
|
|
std::string emoteText = rendering::Renderer::getEmoteText(command);
|
|
if (!emoteText.empty()) {
|
|
// Play the emote animation
|
|
auto* renderer = core::Application::getInstance().getRenderer();
|
|
if (renderer) {
|
|
renderer->playEmote(command);
|
|
}
|
|
|
|
// Build emote message — targeted or untargeted
|
|
std::string chatText;
|
|
if (gameHandler.hasTarget()) {
|
|
auto target = gameHandler.getTarget();
|
|
if (target) {
|
|
std::string targetName = getEntityName(target);
|
|
chatText = command + " at " + targetName + ".";
|
|
} else {
|
|
chatText = emoteText;
|
|
}
|
|
} else {
|
|
chatText = command + "."; // First person: "You wave."
|
|
}
|
|
|
|
// Add local chat message
|
|
game::MessageChatData msg;
|
|
msg.type = game::ChatType::TEXT_EMOTE;
|
|
msg.language = game::ChatLanguage::COMMON;
|
|
msg.message = chatText;
|
|
gameHandler.addLocalChatMessage(msg);
|
|
|
|
chatInputBuffer[0] = '\0';
|
|
return;
|
|
}
|
|
// /invite command (Phase 4)
|
|
if (command.size() > 7 && command.substr(0, 7) == "invite ") {
|
|
std::string targetName = input.substr(8);
|
|
gameHandler.inviteToGroup(targetName);
|
|
chatInputBuffer[0] = '\0';
|
|
return;
|
|
}
|
|
|
|
// Not a recognized emote — fall through and send as normal chat
|
|
}
|
|
|
|
game::ChatType type;
|
|
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;
|
|
default: type = game::ChatType::SAY; break;
|
|
}
|
|
|
|
gameHandler.sendChatMessage(type, chatInputBuffer);
|
|
|
|
// 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::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::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)
|
|
// ============================================================
|
|
|
|
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();
|
|
|
|
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));
|
|
}
|
|
|
|
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 i = 0; i < count; ++i) {
|
|
uint32_t id = dbc->getUInt32(i, 0);
|
|
std::string name = dbc->getString(i, 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);
|
|
};
|
|
|
|
char label[32];
|
|
std::string spellName;
|
|
if (slot.type == game::ActionBarSlot::SPELL) {
|
|
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) {
|
|
snprintf(label, sizeof(label), "Item");
|
|
} else if (slot.type == game::ActionBarSlot::MACRO) {
|
|
snprintf(label, sizeof(label), "Macro");
|
|
} else {
|
|
snprintf(label, sizeof(label), "--");
|
|
}
|
|
|
|
if (ImGui::Button(label, ImVec2(slotSize, slotSize))) {
|
|
if (slot.type == game::ActionBarSlot::SPELL && slot.isReady()) {
|
|
uint64_t target = gameHandler.hasTarget() ? gameHandler.getTargetGuid() : 0;
|
|
gameHandler.castSpell(slot.id, target);
|
|
}
|
|
}
|
|
ImGui::PopStyleColor();
|
|
|
|
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();
|
|
}
|
|
|
|
// Cooldown overlay text
|
|
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();
|
|
}
|
|
|
|
// ============================================================
|
|
// 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();
|
|
uint32_t level = gameHandler.getPlayerLevel();
|
|
|
|
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 = 14.0f;
|
|
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;
|
|
|
|
// Purple XP bar (WoW-style)
|
|
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, ImVec4(0.58f, 0.2f, 0.93f, 1.0f));
|
|
|
|
char overlay[96];
|
|
snprintf(overlay, sizeof(overlay), "Lv %u - %u / %u XP", level, currentXp, nextLevelXp);
|
|
ImGui::ProgressBar(pct, ImVec2(-1, xpBarH - 4.0f), overlay);
|
|
|
|
ImGui::PopStyleColor();
|
|
}
|
|
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));
|
|
|
|
ImVec4 nameColor = member.isOnline ?
|
|
ImVec4(0.3f, 0.8f, 1.0f, 1.0f) :
|
|
ImVec4(0.5f, 0.5f, 0.5f, 1.0f);
|
|
|
|
// 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;
|
|
|
|
ImGui::SetNextWindowPos(ImVec2(screenW - 400, 30), ImGuiCond_Always);
|
|
ImGui::SetNextWindowSize(ImVec2(390, 0), ImGuiCond_Always);
|
|
|
|
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
|
|
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
|
|
ImGuiWindowFlags_AlwaysAutoResize;
|
|
|
|
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 0.0f));
|
|
|
|
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 % 8 != 0) ImGui::SameLine();
|
|
|
|
ImGui::PushID(static_cast<int>(i));
|
|
|
|
// Green border for buffs, red for debuffs
|
|
bool isBuff = (aura.flags & 0x02) != 0; // POSITIVE flag
|
|
ImVec4 borderColor = isBuff ? ImVec4(0.2f, 0.8f, 0.2f, 1.0f) : ImVec4(0.8f, 0.2f, 0.2f, 1.0f);
|
|
ImGui::PushStyleColor(ImGuiCol_Button, borderColor);
|
|
|
|
char label[16];
|
|
snprintf(label, sizeof(label), "%u", aura.spellId);
|
|
if (ImGui::Button(label, ImVec2(40, 40))) {
|
|
// Right-click to cancel own buffs
|
|
if (isBuff) {
|
|
gameHandler.cancelAura(aura.spellId);
|
|
}
|
|
}
|
|
ImGui::PopStyleColor();
|
|
|
|
// Duration text
|
|
if (aura.durationMs > 0) {
|
|
int seconds = aura.durationMs / 1000;
|
|
if (seconds < 60) {
|
|
ImGui::Text("%ds", seconds);
|
|
} else {
|
|
ImGui::Text("%dm", seconds / 60);
|
|
}
|
|
}
|
|
|
|
ImGui::PopID();
|
|
shown++;
|
|
}
|
|
}
|
|
ImGui::End();
|
|
|
|
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_FirstUseEver);
|
|
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
|
|
for (const auto& item : loot.items) {
|
|
ImGui::PushID(item.slotIndex);
|
|
char label[64];
|
|
snprintf(label, sizeof(label), "Item %u (x%u)", item.itemId, item.count);
|
|
if (ImGui::Selectable(label)) {
|
|
gameHandler.lootItem(item.slotIndex);
|
|
}
|
|
ImGui::PopID();
|
|
}
|
|
|
|
if (loot.items.empty() && loot.gold == 0) {
|
|
ImGui::TextDisabled("Empty");
|
|
}
|
|
|
|
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_FirstUseEver);
|
|
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();
|
|
}
|
|
|
|
// Quest items
|
|
if (!gossip.quests.empty()) {
|
|
ImGui::Spacing();
|
|
ImGui::Separator();
|
|
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f), "Quests:");
|
|
for (const auto& quest : gossip.quests) {
|
|
ImGui::BulletText("[%d] %s", quest.questLevel, quest.title.c_str());
|
|
}
|
|
}
|
|
|
|
ImGui::Spacing();
|
|
if (ImGui::Button("Close", ImVec2(-1, 0))) {
|
|
gameHandler.closeGossip();
|
|
}
|
|
}
|
|
ImGui::End();
|
|
|
|
if (!open) {
|
|
gameHandler.closeGossip();
|
|
}
|
|
}
|
|
|
|
// ============================================================
|
|
// 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_FirstUseEver);
|
|
ImGui::SetNextWindowSize(ImVec2(450, 400), ImGuiCond_FirstUseEver);
|
|
|
|
bool open = true;
|
|
if (ImGui::Begin("Vendor", &open)) {
|
|
const auto& vendor = gameHandler.getVendorItems();
|
|
|
|
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();
|
|
|
|
for (const auto& item : vendor.items) {
|
|
ImGui::TableNextRow();
|
|
ImGui::PushID(static_cast<int>(item.slot));
|
|
|
|
ImGui::TableSetColumnIndex(0);
|
|
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;
|
|
ImGui::Text("%ug %us %uc", g, s, c);
|
|
|
|
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) {
|
|
// Close vendor - just hide UI, no server packet needed
|
|
// The vendor window state will be reset on next interaction
|
|
}
|
|
}
|
|
|
|
// ============================================================
|
|
// Teleporter Panel
|
|
// ============================================================
|
|
|
|
void GameScreen::renderTeleporterPanel() {
|
|
if (!showTeleporter) 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 panelW = 280.0f;
|
|
float panelH = 0.0f; // Auto-size height
|
|
ImGui::SetNextWindowPos(ImVec2((screenW - panelW) / 2.0f, screenH * 0.25f), ImGuiCond_Always);
|
|
ImGui::SetNextWindowSize(ImVec2(panelW, panelH), ImGuiCond_Always);
|
|
|
|
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 6.0f);
|
|
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.08f, 0.08f, 0.15f, 0.92f));
|
|
|
|
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
|
|
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_AlwaysAutoResize;
|
|
|
|
if (ImGui::Begin("Teleporter", &showTeleporter, flags)) {
|
|
ImGui::Spacing();
|
|
|
|
for (int i = 0; i < core::SPAWN_PRESET_COUNT; i++) {
|
|
const auto& preset = core::SPAWN_PRESETS[i];
|
|
char label[128];
|
|
snprintf(label, sizeof(label), "%s\n(%.0f, %.0f, %.0f)",
|
|
preset.label,
|
|
preset.spawnCanonical.x, preset.spawnCanonical.y, preset.spawnCanonical.z);
|
|
|
|
if (ImGui::Button(label, ImVec2(-1, 50))) {
|
|
core::Application::getInstance().teleportTo(i);
|
|
showTeleporter = false;
|
|
}
|
|
|
|
if (i < core::SPAWN_PRESET_COUNT - 1) {
|
|
ImGui::Spacing();
|
|
}
|
|
}
|
|
|
|
ImGui::Spacing();
|
|
}
|
|
ImGui::End();
|
|
|
|
ImGui::PopStyleColor();
|
|
ImGui::PopStyleVar();
|
|
}
|
|
|
|
// ============================================================
|
|
// 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;
|
|
}
|
|
|
|
if (showEscapeSettingsNotice) {
|
|
ImGui::Spacing();
|
|
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.2f, 1.0f), "Settings not implemented yet.");
|
|
}
|
|
}
|
|
ImGui::End();
|
|
}
|
|
|
|
// ============================================================
|
|
// 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]);
|
|
|
|
if (!settingsInit) {
|
|
pendingFullscreen = window->isFullscreen();
|
|
pendingVsync = window->isVsyncEnabled();
|
|
pendingShadows = renderer ? renderer->areShadowsEnabled() : true;
|
|
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;
|
|
}
|
|
}
|
|
settingsInit = true;
|
|
}
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
float screenW = io.DisplaySize.x;
|
|
float screenH = io.DisplaySize.y;
|
|
ImVec2 size(360.0f, 240.0f);
|
|
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();
|
|
|
|
ImGui::Text("Video");
|
|
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();
|
|
if (ImGui::Button("Apply", ImVec2(-1, 0))) {
|
|
window->setVsync(pendingVsync);
|
|
window->setFullscreen(pendingFullscreen);
|
|
window->applyResolution(kResolutions[pendingResIndex][0], kResolutions[pendingResIndex][1]);
|
|
if (renderer) {
|
|
renderer->setShadowsEnabled(pendingShadows);
|
|
}
|
|
}
|
|
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();
|
|
}
|
|
|
|
}} // namespace wowee::ui
|