fix: dialogue text now displays correctly

This commit is contained in:
vottozi committed 2026-04-13 02:16:25 +06:00
1 parent 7125674308
commit 6465549c3b
4 files changed
+141 -71

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+27 -1
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@@ -231,7 +231,7 @@ namespace ZL
dialogueSystem.loadDatabase("resources/dialogue/sample_dialogues.json");
dialogueSystem.addTriggerZone({
"ghost_room_trigger",
"npc_viola_intro",
"test_line_dialogue",
Eigen::Vector3f(0.0f, 0.0f, -8.5f),
2.0f,
true,
@@ -248,13 +248,22 @@ namespace ZL
{
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
glEnable(GL_BLEND);
menuManager.uiManager.draw(renderer);
dialogueSystem.draw(renderer);
glDisable(GL_BLEND);
renderer.shaderManager.PopShader();
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
CheckGlError();
}
@@ -545,6 +554,23 @@ namespace ZL
continue;
}
if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
switch (event.key.keysym.sym) {
case SDLK_f:
dialogueSystem.startDialogue("test_line_dialogue");
break;
case SDLK_e:
dialogueSystem.startDialogue("test_cutscene_dialogue");
break;
case SDLK_RETURN:
default:
break;
}
}
// Обработка ввода текста
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_BACKSPACE) {