Some clean up, web version prepare
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@@ -10,7 +10,7 @@
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#include <string>
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#include <SDL.h>
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namespace ZL {
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namespace FRG {
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// Localization
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static const std::string EMPTY_LANGUAGE_RU = u8"(пусто)";
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@@ -669,13 +669,13 @@ namespace ZL {
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uiManager.setTextButtonCallback("languageRussianButton", [this](const std::string&) {
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audioPlayer_.playSoundAsync("audio/751089__smallconfusion__mechanical-plastic-click-11.ogg");
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ZL::g_currentLanguage = ZL::Language::Russian;
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FRG::g_currentLanguage = FRG::Language::Russian;
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reloadLocalizedGameContent();
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saveSettings();
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});
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uiManager.setTextButtonCallback("languageEnglishButton", [this](const std::string&) {
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audioPlayer_.playSoundAsync("audio/751089__smallconfusion__mechanical-plastic-click-11.ogg");
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ZL::g_currentLanguage = ZL::Language::English;
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FRG::g_currentLanguage = FRG::Language::English;
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reloadLocalizedGameContent();
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saveSettings();
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});
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@@ -748,18 +748,18 @@ namespace ZL {
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SaveSlotInfo info = getSlotInfoFunc(slot);
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std::string emptyText;
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if (ZL::g_currentLanguage == ZL::Language::Russian)
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if (FRG::g_currentLanguage == FRG::Language::Russian)
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{
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emptyText = EMPTY_LANGUAGE_RU;
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}
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else if (ZL::g_currentLanguage == ZL::Language::English)
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else if (FRG::g_currentLanguage == FRG::Language::English)
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{
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emptyText = EMPTY_LANGUAGE_EN;
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}
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std::string label = info.empty
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? emptyText
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: localizedLocationName[info.locationName][ZL::g_currentLanguage] + " " + info.savedAt;
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: localizedLocationName[info.locationName][FRG::g_currentLanguage] + " " + info.savedAt;
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uiManager.setTextButtonText(kSlotButtons[i], label);
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}
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uiManager.setTextButtonCallback(kSlotButtons[i], [this, slot](const std::string&) {
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@@ -789,18 +789,18 @@ namespace ZL {
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SaveSlotInfo info = getSlotInfoFunc(slot);
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std::string emptyText;
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if (ZL::g_currentLanguage == ZL::Language::Russian)
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if (FRG::g_currentLanguage == FRG::Language::Russian)
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{
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emptyText = EMPTY_LANGUAGE_RU;
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}
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else if (ZL::g_currentLanguage == ZL::Language::English)
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else if (FRG::g_currentLanguage == FRG::Language::English)
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{
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emptyText = EMPTY_LANGUAGE_EN;
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}
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std::string label = info.empty
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? emptyText
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: localizedLocationName[info.locationName][ZL::g_currentLanguage] + " " + info.savedAt;
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: localizedLocationName[info.locationName][FRG::g_currentLanguage] + " " + info.savedAt;
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uiManager.setTextButtonText(buttonName, label);
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}
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uiManager.setTextButtonCallback(buttonName, [this, slot, buttonName](const std::string&) {
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@@ -809,18 +809,18 @@ namespace ZL {
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SaveSlotInfo info = getSlotInfoFunc(slot);
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std::string emptyText;
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if (ZL::g_currentLanguage == ZL::Language::Russian)
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if (FRG::g_currentLanguage == FRG::Language::Russian)
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{
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emptyText = EMPTY_LANGUAGE_RU;
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}
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else if (ZL::g_currentLanguage == ZL::Language::English)
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else if (FRG::g_currentLanguage == FRG::Language::English)
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{
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emptyText = EMPTY_LANGUAGE_EN;
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}
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std::string label = info.empty
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? emptyText
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: localizedLocationName[info.locationName][ZL::g_currentLanguage] + " " + info.savedAt;
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: localizedLocationName[info.locationName][FRG::g_currentLanguage] + " " + info.savedAt;
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uiManager.setTextButtonText(buttonName, label);
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audioPlayer_.playSoundAsync("audio/751089__smallconfusion__mechanical-plastic-click-11.ogg");
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}
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@@ -2271,7 +2271,7 @@ namespace ZL {
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root["musicEnabled"] = audioPlayer_.isMusicEnabled();
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root["soundEnabled"] = audioPlayer_.isSoundEnabled();
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root["fullscreen"] = Environment::isFullscreen;
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root["language"] = ZL::languageToCode(ZL::g_currentLanguage);
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root["language"] = FRG::languageToCode(FRG::g_currentLanguage);
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root["shadow"] = shadowsEnabled;
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saveJsonToFile(root, "settings.json");
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@@ -2282,12 +2282,12 @@ namespace ZL {
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// directly in the right fullscreen state (see WIN32 main() in main.cpp) to avoid
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// a windowed -> fullscreen flash. The block below just keeps Environment::isFullscreen
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// in sync in case this is ever called from a path that didn't pre-apply it.
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// Language is loaded separately, even earlier (see ZL::loadLanguageSetting()
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// Language is loaded separately, even earlier (see FRG::loadLanguageSetting()
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// callers), because some location scripts start a dialogue as soon as they're
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// loaded, before this function ever runs.
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ZL::loadLanguageSetting();
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FRG::loadLanguageSetting();
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const std::string content = ZL::readSavedTextFile("settings.json");
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const std::string content = FRG::readSavedTextFile("settings.json");
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if (content.empty()) return;
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try {
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const nlohmann::json root = nlohmann::json::parse(content);
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@@ -2427,4 +2427,4 @@ namespace ZL {
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uiManager.updateAllLayouts();
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}
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} // namespace ZL
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} // namespace FRG
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