Working on portrait mode
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@@ -93,6 +93,9 @@ namespace ZL {
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void onCutsceneFinished();
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bool cutsceneHudActive_ = false;
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// Called by Game when the window is resized and orientation has changed.
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void onOrientationChanged();
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void saveSettings();
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void loadSettings();
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@@ -190,8 +193,20 @@ namespace ZL {
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std::shared_ptr<UiNode> phoneVideoRoot;
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std::shared_ptr<UiNode> phoneMapDormRoot;
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std::shared_ptr<UiNode> phoneMapUniRoot;
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// Portrait-mode (vertical) equivalents for screens that have a portrait layout
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std::shared_ptr<UiNode> verticalPhoneMainRoot;
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std::shared_ptr<UiNode> verticalPhoneMainHintARoot;
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std::shared_ptr<UiNode> verticalPhoneMainHintBRoot;
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std::shared_ptr<UiNode> verticalPhoneMainHintABRoot;
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std::shared_ptr<UiNode> verticalPhoneBankRoot;
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std::shared_ptr<UiNode> verticalPhoneVideoRoot;
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std::shared_ptr<UiNode> verticalPhoneMapDormRoot;
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std::shared_ptr<UiNode> verticalPhoneMapUniRoot;
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std::shared_ptr<UiNode> phoneChatListRoot;
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std::shared_ptr<UiNode> phoneChatListHintRoot;
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std::shared_ptr<UiNode> verticalPhoneChatListRoot;
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std::shared_ptr<UiNode> verticalPhoneChatListHintRoot;
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std::shared_ptr<UiNode> phoneChat1Root;
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std::shared_ptr<UiNode> phoneChat2Root;
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std::shared_ptr<UiNode> phoneChat3Root;
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@@ -216,6 +231,13 @@ namespace ZL {
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void applyCurrentHealthBar();
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bool isPortraitMode() const;
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// Tracks which phone sub-screen is currently shown so onOrientationChanged()
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// can reopen the correct screen after swapping roots.
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enum class PhoneSubScreen { None, Main, Bank, Video, MapDorm, MapUni, ChatList, Chat };
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PhoneSubScreen currentPhoneSubScreen_ = PhoneSubScreen::None;
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// Phone chat UI state (transient — rebuilt from gameState_.chatHistory on open)
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struct PhoneChatBubbleInfo {
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std::string nodeName;
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