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https://github.com/Kelsidavis/WoWee.git
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Render an animated M2 character model in the creation screen using a dedicated CharacterRenderer with an offscreen FBO. Preview updates on race/gender/appearance changes, supports mouse-drag rotation, and composites skin, face, hair scalp, and underwear textures from CharSections.dbc. Extracts getPlayerModelPath() to a shared free function in game/character.
337 lines
11 KiB
C++
337 lines
11 KiB
C++
#include "ui/character_create_screen.hpp"
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#include "rendering/character_preview.hpp"
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#include "game/game_handler.hpp"
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#include <imgui.h>
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#include <cstring>
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namespace wowee {
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namespace ui {
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static const game::Race allRaces[] = {
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// Alliance
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game::Race::HUMAN, game::Race::DWARF, game::Race::NIGHT_ELF,
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game::Race::GNOME, game::Race::DRAENEI,
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// Horde
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game::Race::ORC, game::Race::UNDEAD, game::Race::TAUREN,
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game::Race::TROLL, game::Race::BLOOD_ELF,
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};
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static constexpr int RACE_COUNT = 10;
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static constexpr int ALLIANCE_COUNT = 5;
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static const game::Class allClasses[] = {
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game::Class::WARRIOR, game::Class::PALADIN, game::Class::HUNTER,
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game::Class::ROGUE, game::Class::PRIEST, game::Class::DEATH_KNIGHT,
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game::Class::SHAMAN, game::Class::MAGE, game::Class::WARLOCK,
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game::Class::DRUID,
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};
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CharacterCreateScreen::CharacterCreateScreen() {
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reset();
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}
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CharacterCreateScreen::~CharacterCreateScreen() = default;
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void CharacterCreateScreen::reset() {
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std::memset(nameBuffer, 0, sizeof(nameBuffer));
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raceIndex = 0;
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classIndex = 0;
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genderIndex = 0;
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skin = 0;
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face = 0;
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hairStyle = 0;
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hairColor = 0;
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facialHair = 0;
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statusMessage.clear();
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statusIsError = false;
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updateAvailableClasses();
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// Reset preview tracking to force model reload on next render
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prevRaceIndex_ = -1;
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prevGenderIndex_ = -1;
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prevSkin_ = -1;
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prevFace_ = -1;
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prevHairStyle_ = -1;
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prevHairColor_ = -1;
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prevFacialHair_ = -1;
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}
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void CharacterCreateScreen::initializePreview(pipeline::AssetManager* am) {
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if (!preview_) {
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preview_ = std::make_unique<rendering::CharacterPreview>();
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preview_->initialize(am);
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}
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// Force model reload
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prevRaceIndex_ = -1;
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}
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void CharacterCreateScreen::update(float deltaTime) {
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if (preview_) {
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preview_->update(deltaTime);
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}
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}
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void CharacterCreateScreen::setStatus(const std::string& msg, bool isError) {
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statusMessage = msg;
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statusIsError = isError;
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}
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void CharacterCreateScreen::updateAvailableClasses() {
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availableClasses.clear();
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game::Race race = allRaces[raceIndex];
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for (auto cls : allClasses) {
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if (game::isValidRaceClassCombo(race, cls)) {
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availableClasses.push_back(cls);
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}
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}
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// Clamp class index
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if (classIndex >= static_cast<int>(availableClasses.size())) {
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classIndex = 0;
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}
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}
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void CharacterCreateScreen::updatePreviewIfNeeded() {
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if (!preview_) return;
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bool changed = (raceIndex != prevRaceIndex_ ||
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genderIndex != prevGenderIndex_ ||
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skin != prevSkin_ ||
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face != prevFace_ ||
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hairStyle != prevHairStyle_ ||
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hairColor != prevHairColor_ ||
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facialHair != prevFacialHair_);
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if (changed) {
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preview_->loadCharacter(
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allRaces[raceIndex],
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static_cast<game::Gender>(genderIndex),
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static_cast<uint8_t>(skin),
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static_cast<uint8_t>(face),
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static_cast<uint8_t>(hairStyle),
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static_cast<uint8_t>(hairColor),
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static_cast<uint8_t>(facialHair));
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prevRaceIndex_ = raceIndex;
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prevGenderIndex_ = genderIndex;
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prevSkin_ = skin;
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prevFace_ = face;
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prevHairStyle_ = hairStyle;
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prevHairColor_ = hairColor;
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prevFacialHair_ = facialHair;
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}
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}
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void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
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// Render the preview to FBO before the ImGui frame
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if (preview_) {
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updatePreviewIfNeeded();
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preview_->render();
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}
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ImVec2 displaySize = ImGui::GetIO().DisplaySize;
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bool hasPreview = (preview_ && preview_->getTextureId() != 0);
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float previewWidth = hasPreview ? 320.0f : 0.0f;
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float controlsWidth = 540.0f;
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float totalWidth = hasPreview ? (previewWidth + controlsWidth + 16.0f) : 600.0f;
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float totalHeight = 580.0f;
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ImGui::SetNextWindowSize(ImVec2(totalWidth, totalHeight), ImGuiCond_Always);
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ImGui::SetNextWindowPos(ImVec2((displaySize.x - totalWidth) * 0.5f,
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(displaySize.y - totalHeight) * 0.5f),
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ImGuiCond_Always);
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ImGui::Begin("Create Character", nullptr,
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ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
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if (hasPreview) {
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// Left panel: 3D preview
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ImGui::BeginChild("##preview_panel", ImVec2(previewWidth, -40.0f), false);
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{
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// Display the FBO texture (flip Y for OpenGL)
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float imgW = previewWidth - 8.0f;
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float imgH = imgW * (static_cast<float>(preview_->getHeight()) /
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static_cast<float>(preview_->getWidth()));
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if (imgH > totalHeight - 80.0f) {
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imgH = totalHeight - 80.0f;
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imgW = imgH * (static_cast<float>(preview_->getWidth()) /
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static_cast<float>(preview_->getHeight()));
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}
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ImGui::Image(
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static_cast<ImTextureID>(preview_->getTextureId()),
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ImVec2(imgW, imgH),
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ImVec2(0.0f, 1.0f), // UV top-left (flipped Y)
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ImVec2(1.0f, 0.0f)); // UV bottom-right (flipped Y)
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// Mouse drag rotation on the preview image
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if (ImGui::IsItemHovered() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
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float deltaX = ImGui::GetIO().MouseDelta.x;
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preview_->rotate(deltaX * 0.5f);
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}
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ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Drag to rotate");
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}
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ImGui::EndChild();
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ImGui::SameLine();
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// Right panel: controls
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ImGui::BeginChild("##controls_panel", ImVec2(0, -40.0f), false);
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}
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// Name input
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ImGui::Text("Name:");
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ImGui::SameLine(80);
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ImGui::SetNextItemWidth(200);
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ImGui::InputText("##name", nameBuffer, sizeof(nameBuffer));
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ImGui::Spacing();
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// Race selection
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ImGui::Text("Race:");
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ImGui::Spacing();
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ImGui::Indent(10.0f);
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ImGui::TextColored(ImVec4(0.3f, 0.5f, 1.0f, 1.0f), "Alliance:");
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ImGui::SameLine();
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for (int i = 0; i < ALLIANCE_COUNT; ++i) {
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if (i > 0) ImGui::SameLine();
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bool selected = (raceIndex == i);
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if (selected) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.3f, 0.5f, 1.0f, 0.8f));
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if (ImGui::SmallButton(game::getRaceName(allRaces[i]))) {
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if (raceIndex != i) {
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raceIndex = i;
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classIndex = 0;
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skin = face = hairStyle = hairColor = facialHair = 0;
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updateAvailableClasses();
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}
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}
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if (selected) ImGui::PopStyleColor();
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}
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ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "Horde:");
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ImGui::SameLine();
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for (int i = ALLIANCE_COUNT; i < RACE_COUNT; ++i) {
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if (i > ALLIANCE_COUNT) ImGui::SameLine();
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bool selected = (raceIndex == i);
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if (selected) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1.0f, 0.3f, 0.3f, 0.8f));
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if (ImGui::SmallButton(game::getRaceName(allRaces[i]))) {
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if (raceIndex != i) {
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raceIndex = i;
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classIndex = 0;
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skin = face = hairStyle = hairColor = facialHair = 0;
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updateAvailableClasses();
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}
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}
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if (selected) ImGui::PopStyleColor();
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}
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ImGui::Unindent(10.0f);
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ImGui::Spacing();
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// Class selection
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ImGui::Text("Class:");
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ImGui::SameLine(80);
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if (!availableClasses.empty()) {
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ImGui::BeginGroup();
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for (int i = 0; i < static_cast<int>(availableClasses.size()); ++i) {
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if (i > 0) ImGui::SameLine();
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bool selected = (classIndex == i);
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if (selected) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.2f, 0.6f, 0.2f, 0.8f));
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if (ImGui::SmallButton(game::getClassName(availableClasses[i]))) {
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classIndex = i;
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}
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if (selected) ImGui::PopStyleColor();
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}
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ImGui::EndGroup();
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}
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ImGui::Spacing();
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// Gender
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ImGui::Text("Gender:");
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ImGui::SameLine(80);
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ImGui::RadioButton("Male", &genderIndex, 0);
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ImGui::SameLine();
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ImGui::RadioButton("Female", &genderIndex, 1);
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ImGui::Spacing();
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ImGui::Separator();
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ImGui::Spacing();
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// Appearance sliders
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game::Race currentRace = allRaces[raceIndex];
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game::Gender currentGender = static_cast<game::Gender>(genderIndex);
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ImGui::Text("Appearance");
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ImGui::Spacing();
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float sliderWidth = hasPreview ? 180.0f : 200.0f;
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float labelCol = hasPreview ? 100.0f : 120.0f;
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auto slider = [&](const char* label, int* val, int maxVal) {
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ImGui::Text("%s", label);
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ImGui::SameLine(labelCol);
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ImGui::SetNextItemWidth(sliderWidth);
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char id[32];
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snprintf(id, sizeof(id), "##%s", label);
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ImGui::SliderInt(id, val, 0, maxVal);
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};
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slider("Skin", &skin, game::getMaxSkin(currentRace, currentGender));
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slider("Face", &face, game::getMaxFace(currentRace, currentGender));
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slider("Hair Style", &hairStyle, game::getMaxHairStyle(currentRace, currentGender));
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slider("Hair Color", &hairColor, game::getMaxHairColor(currentRace, currentGender));
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slider("Facial Feature", &facialHair, game::getMaxFacialFeature(currentRace, currentGender));
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ImGui::Spacing();
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// Status message
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if (!statusMessage.empty()) {
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ImGui::Separator();
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ImGui::Spacing();
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ImVec4 color = statusIsError ? ImVec4(1.0f, 0.3f, 0.3f, 1.0f) : ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
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ImGui::TextColored(color, "%s", statusMessage.c_str());
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}
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if (hasPreview) {
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ImGui::EndChild(); // controls_panel
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}
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// Bottom buttons (outside children)
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ImGui::Separator();
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ImGui::Spacing();
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if (ImGui::Button("Create", ImVec2(150, 35))) {
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std::string name(nameBuffer);
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if (name.empty()) {
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setStatus("Please enter a character name.", true);
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} else if (availableClasses.empty()) {
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setStatus("No valid class for this race.", true);
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} else {
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game::CharCreateData data;
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data.name = name;
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data.race = allRaces[raceIndex];
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data.characterClass = availableClasses[classIndex];
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data.gender = currentGender;
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data.skin = static_cast<uint8_t>(skin);
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data.face = static_cast<uint8_t>(face);
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data.hairStyle = static_cast<uint8_t>(hairStyle);
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data.hairColor = static_cast<uint8_t>(hairColor);
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data.facialHair = static_cast<uint8_t>(facialHair);
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if (onCreate) {
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onCreate(data);
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}
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("Back", ImVec2(150, 35))) {
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if (onCancel) {
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onCancel();
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}
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}
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ImGui::End();
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}
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} // namespace ui
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} // namespace wowee
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