Adds an opt-in world-map layer that marks every rare (rank 4) and rare-elite
(rank 2) creature the client currently has loaded, so a rare that is out shows
as a gold/silver diamond with its name in the current zone. Entities only exist
near the player, so a marker means that rare is genuinely spawned right now.
New RareTrackerLayer follows the existing overlay-layer pattern; the HUD feeds it
the filtered live units each frame. Gated behind a new 'Show Rare Tracker'
Interface setting (persisted), off by default.
Selecting a flight destination now opens the world map in a dedicated
flight-map mode: green marker at the current node, gold markers at reachable
destinations, hover tooltips with flight cost, dotted route lines through the
actual hops, click to fly. The taxi BFS records predecessors for route chains,
only routes through known nodes (matching server behavior), and taxi node
markers convert TaxiNodes.dbc wire-order coords to canonical before map
projection — fixing the transposed placement of the world map's taxi diamonds.
The legacy list window remains as a fallback when the world map is unavailable.
- Remove the -0.15 vertical offset (kVOffset) from coordinate_projection,
coordinate_display, and zone_highlight_layer; continent UV math is now
identical to zone UV math
- Switch world_map_facade aspect ratio to MAP_W/MAP_H (1002×668) and crop
the FBO image with MAP_U_MAX/MAP_V_MAX instead of stretching the full
1024×768 FBO
- Account for ImGui title bar height (GetFrameHeight) in window sizing and
zone highlight screen-space rect coordinates
- Add ZMP 128×128 grid pixel-accurate hover detection in zone_highlight_layer;
falls back to AABB when ZMP data is unavailable
- Upgrade PlayerMarkerLayer with full Vulkan lifecycle (initialize,
clearTexture, destructor); loads MinimapArrow.blp and renders a rotated
32×32 textured quad via AddImageQuad; red triangle retained as fallback
- Expose arrowRotation_ / arrowDS_ accessors on Minimap; clean up arrow DS
and texture in Minimap::shutdown()
- Wire PlayerMarkerLayer::initialize() into WorldMapFacade::initialize()
- Update coordinate-projection test: continent and zone UV are now equal
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
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>