Some clean up, web version prepare
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@@ -24,7 +24,7 @@
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#include "GameConstants.h"
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namespace ZL
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namespace FRG
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{
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static const float zoomMin = 6.0f;
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static const float zoomMax = 20.0f;
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@@ -85,8 +85,8 @@ namespace ZL
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Environment::height = Environment::CONST_DEFAULT_HEIGHT;
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Environment::computeProjectionDimensions();
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ZL::BindOpenGlFunctions();
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ZL::CheckGlError(__FILE__, __LINE__);
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FRG::BindOpenGlFunctions();
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FRG::CheckGlError(__FILE__, __LINE__);
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renderer.InitOpenGL();
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#if defined(EMSCRIPTEN)
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@@ -152,7 +152,7 @@ namespace ZL
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// (e.g. resources/start_dorm.lua) start a dialogue as soon as they're
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// loaded, so the language needs to be known before that first load.
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loadSteps.push([this]() {
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ZL::loadLanguageSetting();
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FRG::loadLanguageSetting();
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});
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loadSteps.push([this]() {
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@@ -165,7 +165,7 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning_web.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_web.fragment", CONST_ZIP_FILE);
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@@ -173,15 +173,15 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog", "resources/shaders/night_fog.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning", "resources/shaders/night_fog_skinning.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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#elif defined(__linux__)
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renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow_web.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow_web.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow_web.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow_web.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog", "resources/shaders/night_fog_web.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning", "resources/shaders/night_fog_skinning_web.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow_web.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow_web.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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/*#elif defined(__linux__)
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
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@@ -207,7 +207,7 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow.vertex", "resources/shaders/night_fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow.vertex", "resources/shaders/night_fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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*/
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#else
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE);
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@@ -444,7 +444,7 @@ namespace ZL
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void Game::performResetToInitialState() {
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const std::string path = "resources/config/start_state.json";
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const std::string content = ZL::readTextFile(path);
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const std::string content = FRG::readTextFile(path);
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if (!content.empty()) {
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try {
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nlohmann::json root = nlohmann::json::parse(content);
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@@ -1013,11 +1013,11 @@ namespace ZL
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if (showLoadingProgressBar == false) // Loading language screen
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{
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if (ZL::g_currentLanguage == ZL::Language::English)
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if (FRG::g_currentLanguage == FRG::Language::English)
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{
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glBindTexture(GL_TEXTURE_2D, menuManager.languageLoadingEn->getTexID());
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}
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else if (ZL::g_currentLanguage == ZL::Language::Russian)
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else if (FRG::g_currentLanguage == FRG::Language::Russian)
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{
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glBindTexture(GL_TEXTURE_2D, menuManager.languageLoadingRu->getTexID());
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}
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@@ -1156,7 +1156,7 @@ namespace ZL
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}
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void Game::render() {
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ZL::CheckGlError(__FILE__, __LINE__);
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FRG::CheckGlError(__FILE__, __LINE__);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -1164,7 +1164,7 @@ namespace ZL
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drawScene();
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processTickCount();
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SDL_GL_SwapWindow(ZL::Environment::window);
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SDL_GL_SwapWindow(FRG::Environment::window);
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}
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void Game::update() {
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@@ -1178,7 +1178,7 @@ namespace ZL
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
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const bool wasPortrait = Environment::width < Environment::height;
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//ZL::logger() << "Window resized" << std::endl;
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//FRG::logger() << "Window resized" << std::endl;
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if (Environment::isHighDPIEnabled) {
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// Если High DPI включен, запрашиваем реальное физическое разрешение буфера
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int drawW, drawH;
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@@ -1188,8 +1188,8 @@ namespace ZL
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}
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else {
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// Если High DPI выключен, используем логические размеры из события
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Environment::width = event.window.data1 / ZL::Environment::customDpiScale;
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Environment::height = event.window.data2 / ZL::Environment::customDpiScale;
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Environment::width = event.window.data1 / FRG::Environment::customDpiScale;
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Environment::height = event.window.data2 / FRG::Environment::customDpiScale;
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}
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Environment::computeProjectionDimensions();
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@@ -1260,10 +1260,10 @@ namespace ZL
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int my = static_cast<int>((float)eventY / Environment::height * Environment::projectionHeight);
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if (event.type == SDL_MOUSEBUTTONDOWN) {
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onPointerDown(ZL::UiManager::MOUSE_FINGER_ID, eventX, eventY, mx, my);
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onPointerDown(FRG::UiManager::MOUSE_FINGER_ID, eventX, eventY, mx, my);
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}
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else {
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onPointerUp(ZL::UiManager::MOUSE_FINGER_ID, eventX, eventY, mx, my);
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onPointerUp(FRG::UiManager::MOUSE_FINGER_ID, eventX, eventY, mx, my);
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}
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}
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else if (event.button.button == SDL_BUTTON_RIGHT
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@@ -1278,7 +1278,7 @@ namespace ZL
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int eventY = event.motion.y;
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int mx = static_cast<int>((float)eventX / Environment::width * Environment::projectionWidth);
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int my = static_cast<int>((float)eventY / Environment::height * Environment::projectionHeight);
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onPointerMotion(ZL::UiManager::MOUSE_FINGER_ID, eventX, eventY, mx, my);
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onPointerMotion(FRG::UiManager::MOUSE_FINGER_ID, eventX, eventY, mx, my);
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}
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if (event.type == SDL_MOUSEWHEEL) {
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@@ -1851,7 +1851,7 @@ namespace ZL
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SaveSlotInfo Game::readSlotInfo(int slot) const
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{
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std::string path = "save_slot" + std::to_string(slot) + ".json";
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std::string content = ZL::readSavedTextFile(path);
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std::string content = FRG::readSavedTextFile(path);
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if (content.empty()) return {};
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try {
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nlohmann::json root = nlohmann::json::parse(content);
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@@ -1883,7 +1883,7 @@ namespace ZL
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void Game::loadGame(int slot)
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{
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std::string path = "save_slot" + std::to_string(slot) + ".json";
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std::string content = ZL::readSavedTextFile(path);
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std::string content = FRG::readSavedTextFile(path);
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if (content.empty()) {
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std::cerr << "[save] Save file not found or empty: " << path << std::endl;
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return;
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@@ -1915,4 +1915,4 @@ namespace ZL
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}
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}
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} // namespace ZL
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} // namespace FRG
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