Fixing ui bugs, added cutscenes
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18 files changed
+2100
-222
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@@ -111,7 +111,7 @@ void CutsceneOverlay::draw(Renderer& renderer, const ZL::Dialogue::PresentationM
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const float W = Environment::projectionWidth;
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const float H = Environment::projectionHeight;
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const UiRect subtitleRect{ W * 0.12f, 22.0f, W * 0.76f, 110.0f };
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const UiRect subtitleRect{ W * 0.12f, 22.0f, W * 0.76f, 142.0f };
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lastCutsceneAdvanceRect = subtitleRect;
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@@ -175,28 +175,6 @@ void CutsceneOverlay::draw(Renderer& renderer, const ZL::Dialogue::PresentationM
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renderer.DrawVertexRenderStruct(subtitleQuad.mesh);
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}
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if (model.cutsceneSkippable && cutsceneSkipHintVisible) {
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/*const UiRect hintBg{W - 250.0f, H - 62.0f, 226.0f, 42.0f};
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skipHintBgQuad.rebuild(hintBg);
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glBindTexture(GL_TEXTURE_2D, choiceOptionalTexture->getTexID());
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renderer.DrawVertexRenderStruct(skipHintBgQuad.mesh);
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const UiRect progressBg{ W - 232.0f, H - 34.0f, 190.0f, 7.0f };
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skipProgressBgQuad.rebuild(progressBg);
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renderer.DrawVertexRenderStruct(skipProgressBgQuad.mesh);
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if (cutsceneSkipHolding) {
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const float progress = std::clamp(
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static_cast<float>(cutsceneSkipHoldElapsedMs) / static_cast<float>(CutsceneSkipHoldDurationMs),
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0.0f, 1.0f
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);
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const UiRect progressFill{ progressBg.x, progressBg.y, progressBg.w * progress, progressBg.h };
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skipProgressFillQuad.rebuild(progressFill);
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glBindTexture(GL_TEXTURE_2D, choiceMainTexture->getTexID());
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renderer.DrawVertexRenderStruct(skipProgressFillQuad.mesh);
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}*/
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}
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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