Updated UI
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#include "MenuManager.h"
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namespace ZL {
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MenuManager::MenuManager(Renderer& iRenderer) :
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renderer(iRenderer)
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{
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}
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void MenuManager::setupMenu()
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{
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uiManager.loadFromFile("resources/config/main_menu.json", renderer, CONST_ZIP_FILE);
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uiSavedRoot = loadUiFromFile("resources/config/ui.json", renderer, CONST_ZIP_FILE);
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settingsSavedRoot = loadUiFromFile("resources/config/settings.json", renderer, CONST_ZIP_FILE);
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multiplayerSavedRoot = loadUiFromFile("resources/config/multiplayer_menu.json", renderer, CONST_ZIP_FILE);
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gameOverSavedRoot = loadUiFromFile("resources/config/game_over.json", renderer, CONST_ZIP_FILE);
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std::function<void()> loadGameplayUI;
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loadGameplayUI = [this]() {
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uiManager.replaceRoot(uiSavedRoot);
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auto velocityTv = uiManager.findTextView("velocityText");
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if (velocityTv) {
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velocityTv->rect.x = 10.0f;
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velocityTv->rect.y = static_cast<float>(Environment::height) - velocityTv->rect.h - 10.0f;
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}
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else {
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std::cerr << "Failed to find velocityText in UI" << std::endl;
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}
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uiManager.startAnimationOnNode("backgroundNode", "bgScroll");
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static bool isExitButtonAnimating = false;
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uiManager.setAnimationCallback("settingsButton", "buttonsExit", [this]() {
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std::cerr << "Settings button animation finished -> переход в настройки" << std::endl;
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if (uiManager.pushMenuFromSavedRoot(settingsSavedRoot)) {
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uiManager.setButtonCallback("Opt1", [this](const std::string& n) {
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std::cerr << "Opt1 pressed: " << n << std::endl;
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});
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uiManager.setButtonCallback("Opt2", [this](const std::string& n) {
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std::cerr << "Opt2 pressed: " << n << std::endl;
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});
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uiManager.setButtonCallback("backButton", [this](const std::string& n) {
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uiManager.stopAllAnimations();
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uiManager.popMenu();
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});
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}
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else {
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std::cerr << "Failed to open settings menu after animations" << std::endl;
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}
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});
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uiManager.setAnimationCallback("exitButton", "bgScroll", []() {
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std::cerr << "Exit button bgScroll animation finished" << std::endl;
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g_exitBgAnimating = false;
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});
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uiManager.setButtonCallback("playButton", [this](const std::string& name) {
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std::cerr << "Play button pressed: " << name << std::endl;
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});
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uiManager.setButtonCallback("settingsButton", [this](const std::string& name) {
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std::cerr << "Settings button pressed: " << name << std::endl;
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uiManager.startAnimationOnNode("playButton", "buttonsExit");
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uiManager.startAnimationOnNode("settingsButton", "buttonsExit");
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uiManager.startAnimationOnNode("exitButton", "buttonsExit");
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});
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uiManager.setButtonCallback("exitButton", [this](const std::string& name) {
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std::cerr << "Exit button pressed: " << name << std::endl;
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if (!g_exitBgAnimating) {
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std::cerr << "start repeat anim bgScroll on exitButton" << std::endl;
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g_exitBgAnimating = true;
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uiManager.startAnimationOnNode("exitButton", "bgScroll");
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}
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else {
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std::cerr << "stop repeat anim bgScroll on exitButton" << std::endl;
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g_exitBgAnimating = false;
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uiManager.stopAnimationOnNode("exitButton", "bgScroll");
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auto exitButton = uiManager.findButton("exitButton");
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if (exitButton) {
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exitButton->animOffsetX = 0.0f;
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exitButton->animOffsetY = 0.0f;
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exitButton->animScaleX = 1.0f;
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exitButton->animScaleY = 1.0f;
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exitButton->buildMesh();
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}
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}
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});
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uiManager.setButtonCallback("shootButton", [this](const std::string& name) {
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firePressed = true;
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});
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uiManager.setButtonCallback("shootButton2", [this](const std::string& name) {
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firePressed = true;
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});
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uiManager.setSliderCallback("velocitySlider", [this](const std::string& name, float value) {
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int newVel = roundf(value * 10);
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/*if (newVel > 2)
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{
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newVel = 2;
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}*/
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if (newVel != Environment::shipState.selectedVelocity) {
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onVelocityChanged(newVel);
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}
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});
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};
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uiManager.setButtonCallback("singleButton", [loadGameplayUI](const std::string& name) {
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std::cerr << "Single button pressed: " << name << " -> load gameplay UI\n";
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loadGameplayUI();
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});
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/*uiManager.setButtonCallback("multiplayerButton", [loadGameplayUI](const std::string& name) {
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std::cerr << "Multiplayer button pressed: " << name << " -> load gameplay UI\n";
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loadGameplayUI();
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});*/
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uiManager.setButtonCallback("multiplayerButton", [this](const std::string& name) {
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std::cerr << "Multiplayer button pressed → opening multiplayer menu\n";
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uiManager.startAnimationOnNode("playButton", "buttonsExit");
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uiManager.startAnimationOnNode("settingsButton", "buttonsExit");
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uiManager.startAnimationOnNode("multiplayerButton", "buttonsExit");
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uiManager.startAnimationOnNode("exitButton", "buttonsExit");
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if (uiManager.pushMenuFromSavedRoot(multiplayerSavedRoot)) {
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// Callback для кнопки подключения
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uiManager.setButtonCallback("connectButton", [this](const std::string& buttonName) {
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std::string serverAddress = uiManager.getTextFieldValue("serverInputField");
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if (serverAddress.empty()) {
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uiManager.setText("statusText", "Please enter server address");
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return;
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}
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uiManager.setText("statusText", "Connecting to " + serverAddress + "...");
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std::cerr << "Connecting to server: " << serverAddress << std::endl;
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// Здесь добавить вашу логику подключения к серверу
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// connectToServer(serverAddress);
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});
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// Callback для кнопки назад
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uiManager.setButtonCallback("backButton", [this](const std::string& buttonName) {
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uiManager.popMenu();
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});
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// Callback для отслеживания ввода текста
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uiManager.setTextFieldCallback("serverInputField",
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[this](const std::string& fieldName, const std::string& newText) {
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std::cout << "Server input field changed to: " << newText << std::endl;
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});
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std::cerr << "Multiplayer menu loaded successfully\n";
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}
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else {
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std::cerr << "Failed to load multiplayer menu\n";
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}
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});
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uiManager.setButtonCallback("exitButton", [](const std::string& name) {
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std::cerr << "Exit from main menu pressed: " << name << " -> exiting\n";
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Environment::exitGameLoop = true;
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});
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}
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void MenuManager::showGameOver()
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{
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if (!uiGameOverShown) {
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if (uiManager.pushMenuFromSavedRoot(gameOverSavedRoot)) {
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uiManager.setButtonCallback("restartButton", [this](const std::string& name) {
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uiGameOverShown = false;
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uiManager.popMenu();
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onRestartPressed();
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});
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uiManager.setButtonCallback("gameOverExitButton", [this](const std::string& name) {
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Environment::exitGameLoop = true;
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});
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uiGameOverShown = true;
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}
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else {
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std::cerr << "Failed to load game_over.json\n";
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}
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}
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}
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}
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