Fixing ui bugs, added cutscenes

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Vladislav Khorev committed 2026-06-27 22:05:19 +03:00
1 parent 9aeb0b1194
commit 5516d02e2c
18 files changed
+2100 -222

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+1 -23
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@@ -111,7 +111,7 @@ void CutsceneOverlay::draw(Renderer& renderer, const ZL::Dialogue::PresentationM
const float W = Environment::projectionWidth;
const float H = Environment::projectionHeight;
const UiRect subtitleRect{ W * 0.12f, 22.0f, W * 0.76f, 110.0f };
const UiRect subtitleRect{ W * 0.12f, 22.0f, W * 0.76f, 142.0f };
lastCutsceneAdvanceRect = subtitleRect;
@@ -175,28 +175,6 @@ void CutsceneOverlay::draw(Renderer& renderer, const ZL::Dialogue::PresentationM
renderer.DrawVertexRenderStruct(subtitleQuad.mesh);
}
if (model.cutsceneSkippable && cutsceneSkipHintVisible) {
/*const UiRect hintBg{W - 250.0f, H - 62.0f, 226.0f, 42.0f};
skipHintBgQuad.rebuild(hintBg);
glBindTexture(GL_TEXTURE_2D, choiceOptionalTexture->getTexID());
renderer.DrawVertexRenderStruct(skipHintBgQuad.mesh);
const UiRect progressBg{ W - 232.0f, H - 34.0f, 190.0f, 7.0f };
skipProgressBgQuad.rebuild(progressBg);
renderer.DrawVertexRenderStruct(skipProgressBgQuad.mesh);
if (cutsceneSkipHolding) {
const float progress = std::clamp(
static_cast<float>(cutsceneSkipHoldElapsedMs) / static_cast<float>(CutsceneSkipHoldDurationMs),
0.0f, 1.0f
);
const UiRect progressFill{ progressBg.x, progressBg.y, progressBg.w * progress, progressBg.h };
skipProgressFillQuad.rebuild(progressFill);
glBindTexture(GL_TEXTURE_2D, choiceMainTexture->getTexID());
renderer.DrawVertexRenderStruct(skipProgressFillQuad.mesh);
}*/
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();