Files
WoWee/include/ui/game_screen.hpp

293 lines
9.3 KiB
C++

#pragma once
#include "game/game_handler.hpp"
#include "game/inventory.hpp"
#include "rendering/world_map.hpp"
#include "rendering/character_preview.hpp"
#include "ui/inventory_screen.hpp"
#include "ui/quest_log_screen.hpp"
#include "ui/spellbook_screen.hpp"
#include "ui/talent_screen.hpp"
#include <GL/glew.h>
#include <imgui.h>
#include <string>
#include <unordered_map>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace ui {
/**
* In-game screen UI
*
* Displays player info, entity list, chat, and game controls
*/
class GameScreen {
public:
GameScreen();
/**
* Render the UI
* @param gameHandler Reference to game handler
*/
void render(game::GameHandler& gameHandler);
/**
* Check if chat input is active
*/
bool isChatInputActive() const { return chatInputActive; }
void saveSettings();
void loadSettings();
private:
// Chat state
char chatInputBuffer[512] = "";
char whisperTargetBuffer[256] = "";
bool chatInputActive = false;
int selectedChatType = 0; // 0=SAY, 1=YELL, 2=PARTY, 3=GUILD, 4=WHISPER
int lastChatType = 0; // Track chat type changes
bool chatInputMoveCursorToEnd = false;
// Chat tabs
int activeChatTab_ = 0;
struct ChatTab {
std::string name;
uint32_t typeMask; // bitmask of ChatType values to show
};
std::vector<ChatTab> chatTabs_;
void initChatTabs();
bool shouldShowMessage(const game::MessageChatData& msg, int tabIndex) const;
// UI state
bool showEntityWindow = false;
bool showChatWindow = true;
bool showPlayerInfo = false;
bool showGuildRoster_ = false;
std::string selectedGuildMember_;
bool showGuildNoteEdit_ = false;
bool editingOfficerNote_ = false;
char guildNoteEditBuffer_[256] = {0};
bool refocusChatInput = false;
bool chatWindowLocked = true;
ImVec2 chatWindowPos_ = ImVec2(0.0f, 0.0f);
bool chatWindowPosInit_ = false;
bool showEscapeMenu = false;
bool showEscapeSettingsNotice = false;
bool showSettingsWindow = false;
bool settingsInit = false;
bool pendingFullscreen = false;
bool pendingVsync = false;
int pendingResIndex = 0;
bool pendingShadows = false;
int pendingMasterVolume = 100;
int pendingMusicVolume = 30;
int pendingAmbientVolume = 100;
int pendingUiVolume = 100;
int pendingCombatVolume = 100;
int pendingSpellVolume = 100;
int pendingMovementVolume = 100;
int pendingFootstepVolume = 100;
int pendingNpcVoiceVolume = 100;
int pendingMountVolume = 100;
int pendingActivityVolume = 100;
float pendingMouseSensitivity = 0.2f;
bool pendingInvertMouse = false;
int pendingUiOpacity = 65;
bool pendingMinimapRotate = false;
bool pendingMinimapSquare = false;
bool pendingSeparateBags = true;
bool pendingAutoLoot = false;
bool pendingUseOriginalSoundtrack = true;
// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
float uiOpacity_ = 0.65f;
bool minimapRotate_ = false;
bool minimapSquare_ = false;
bool minimapSettingsApplied_ = false;
bool volumeSettingsApplied_ = false; // True once saved volume settings applied to audio managers
// Mute state: mute bypasses master volume without touching slider values
bool soundMuted_ = false;
float preMuteVolume_ = 1.0f; // AudioEngine master volume before muting
/**
* Render player info window
*/
void renderPlayerInfo(game::GameHandler& gameHandler);
/**
* Render entity list window
*/
void renderEntityList(game::GameHandler& gameHandler);
/**
* Render chat window
*/
void renderChatWindow(game::GameHandler& gameHandler);
/**
* Send chat message
*/
void sendChatMessage(game::GameHandler& gameHandler);
/**
* Get chat type name
*/
const char* getChatTypeName(game::ChatType type) const;
/**
* Get chat type color
*/
ImVec4 getChatTypeColor(game::ChatType type) const;
/**
* Render player unit frame (top-left)
*/
void renderPlayerFrame(game::GameHandler& gameHandler);
/**
* Render target frame
*/
void renderTargetFrame(game::GameHandler& gameHandler);
/**
* Process targeting input (Tab, Escape, click)
*/
void processTargetInput(game::GameHandler& gameHandler);
/**
* Rebuild character geosets from current equipment state
*/
void updateCharacterGeosets(game::Inventory& inventory);
/**
* Re-composite character skin texture from current equipment
*/
void updateCharacterTextures(game::Inventory& inventory);
// ---- New UI renders ----
void renderActionBar(game::GameHandler& gameHandler);
void renderBagBar(game::GameHandler& gameHandler);
void renderXpBar(game::GameHandler& gameHandler);
void renderCastBar(game::GameHandler& gameHandler);
void renderCombatText(game::GameHandler& gameHandler);
void renderPartyFrames(game::GameHandler& gameHandler);
void renderGroupInvitePopup(game::GameHandler& gameHandler);
void renderBuffBar(game::GameHandler& gameHandler);
void renderLootWindow(game::GameHandler& gameHandler);
void renderGossipWindow(game::GameHandler& gameHandler);
void renderQuestDetailsWindow(game::GameHandler& gameHandler);
void renderQuestRequestItemsWindow(game::GameHandler& gameHandler);
void renderQuestOfferRewardWindow(game::GameHandler& gameHandler);
void renderVendorWindow(game::GameHandler& gameHandler);
void renderTrainerWindow(game::GameHandler& gameHandler);
void renderTaxiWindow(game::GameHandler& gameHandler);
void renderDeathScreen(game::GameHandler& gameHandler);
void renderResurrectDialog(game::GameHandler& gameHandler);
void renderEscapeMenu();
void renderSettingsWindow();
void renderQuestMarkers(game::GameHandler& gameHandler);
void renderMinimapMarkers(game::GameHandler& gameHandler);
void renderGuildRoster(game::GameHandler& gameHandler);
void renderGuildInvitePopup(game::GameHandler& gameHandler);
void renderChatBubbles(game::GameHandler& gameHandler);
void renderMailWindow(game::GameHandler& gameHandler);
void renderMailComposeWindow(game::GameHandler& gameHandler);
void renderBankWindow(game::GameHandler& gameHandler);
void renderGuildBankWindow(game::GameHandler& gameHandler);
void renderAuctionHouseWindow(game::GameHandler& gameHandler);
/**
* Inventory screen
*/
void renderWorldMap(game::GameHandler& gameHandler);
InventoryScreen inventoryScreen;
uint64_t inventoryScreenCharGuid_ = 0; // GUID of character inventory screen was initialized for
QuestLogScreen questLogScreen;
SpellbookScreen spellbookScreen;
TalentScreen talentScreen;
rendering::WorldMap worldMap;
// Spell icon cache: spellId -> GL texture ID
std::unordered_map<uint32_t, GLuint> spellIconCache_;
// SpellIconID -> icon path (from SpellIcon.dbc)
std::unordered_map<uint32_t, std::string> spellIconPaths_;
// SpellID -> SpellIconID (from Spell.dbc field 133)
std::unordered_map<uint32_t, uint32_t> spellIconIds_;
bool spellIconDbLoaded_ = false;
GLuint getSpellIcon(uint32_t spellId, pipeline::AssetManager* am);
// Action bar drag state (-1 = not dragging)
int actionBarDragSlot_ = -1;
GLuint actionBarDragIcon_ = 0;
// Bag bar textures
GLuint backpackIconTexture_ = 0;
GLuint emptyBagSlotTexture_ = 0;
// Chat settings
bool chatShowTimestamps_ = false;
int chatFontSize_ = 1; // 0=small, 1=medium, 2=large
bool chatAutoJoinGeneral_ = true;
bool chatAutoJoinTrade_ = true;
bool chatAutoJoinLocalDefense_ = true;
bool chatAutoJoinLFG_ = true;
bool chatAutoJoinLocal_ = true;
// Join channel input buffer
char joinChannelBuffer_[128] = "";
static std::string getSettingsPath();
// Gender placeholder replacement
std::string replaceGenderPlaceholders(const std::string& text, game::GameHandler& gameHandler);
// Chat bubbles
struct ChatBubble {
uint64_t senderGuid = 0;
std::string message;
float timeRemaining = 0.0f;
float totalDuration = 0.0f;
bool isYell = false;
};
std::vector<ChatBubble> chatBubbles_;
bool chatBubbleCallbackSet_ = false;
// Mail compose state
char mailRecipientBuffer_[256] = "";
char mailSubjectBuffer_[256] = "";
char mailBodyBuffer_[2048] = "";
int mailComposeMoney_[3] = {0, 0, 0}; // gold, silver, copper
// Auction house UI state
char auctionSearchName_[256] = "";
int auctionLevelMin_ = 0;
int auctionLevelMax_ = 0;
int auctionQuality_ = 0;
int auctionSellDuration_ = 2; // 0=12h, 1=24h, 2=48h
int auctionSellBid_[3] = {0, 0, 0}; // gold, silver, copper
int auctionSellBuyout_[3] = {0, 0, 0}; // gold, silver, copper
int auctionSelectedItem_ = -1;
// Guild bank money input
int guildBankMoneyInput_[3] = {0, 0, 0}; // gold, silver, copper
// Left-click targeting: distinguish click from camera drag
glm::vec2 leftClickPressPos_ = glm::vec2(0.0f);
bool leftClickWasPress_ = false;
// Level-up ding animation
static constexpr float DING_DURATION = 3.0f;
float dingTimer_ = 0.0f;
uint32_t dingLevel_ = 0;
void renderDingEffect();
public:
void triggerDing(uint32_t newLevel);
};
} // namespace ui
} // namespace wowee