Kelsidavis-WoWee/include/rendering/world_map/input_handler.hpp
Pavel Okhlopkov fff06fc932 refactor: decompose world map into modular component architecture
Break the monolithic 1360-line world_map.cpp into 16 focused modules
under src/rendering/world_map/:

Architecture:
- world_map_facade: public API composing all components (PIMPL)
- world_map_types: Vulkan-free domain types (Zone, ViewLevel, etc.)
- data_repository: DBC zone loading, ZMP pixel map, POI/overlay storage
- coordinate_projection: UV projection, zone/continent lookups
- composite_renderer: Vulkan tile pipeline + off-screen compositing
- exploration_state: server mask + local exploration tracking
- view_state_machine: COSMIC→WORLD→CONTINENT→ZONE navigation
- input_handler: keyboard/mouse input → InputAction mapping
- overlay_renderer: layer-based ImGui overlay system (OCP)
- map_resolver: cross-map navigation (Outland, Northrend, etc.)
- zone_metadata: level ranges and faction data

Overlay layers (each an IOverlayLayer):
- player_marker, party_dot, taxi_node, poi_marker, quest_poi,
  corpse_marker, zone_highlight, coordinate_display, subzone_tooltip

Fixes:
- Player marker no longer bleeds across continents (only shown when
  player is in a zone belonging to the displayed continent)
- Zone hover uses DBC-projected AABB rectangles (restored from
  original working behavior)
- Exploration overlay rendering for zone view subzones

Tests:
- 6 new test files covering coordinate projection, exploration state,
  map resolver, view state machine, zone metadata, and integration

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 09:52:51 +03:00

37 lines
1 KiB
C++

// input_handler.hpp — Input processing for the world map.
// Extracted from WorldMap::render (Phase 9 of refactoring plan).
// SRP — input interpretation separated from state changes and rendering.
#pragma once
#include "rendering/world_map/world_map_types.hpp"
namespace wowee {
namespace rendering {
namespace world_map {
enum class InputAction {
NONE,
CLOSE,
ZOOM_IN,
ZOOM_OUT,
CLICK_ZONE, // left-click on continent view zone
CLICK_COSMIC_REGION, // left-click on cosmic landmass
RIGHT_CLICK_BACK, // right-click to go back
};
struct InputResult {
InputAction action = InputAction::NONE;
int targetIdx = -1; // zone or cosmic region index
};
class InputHandler {
public:
/// Process input for current frame. Returns the highest-priority action.
InputResult process(ViewLevel currentLevel,
int hoveredZoneIdx,
bool cosmicEnabled);
};
} // namespace world_map
} // namespace rendering
} // namespace wowee