fix: dialogue text now displays correctly
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7125674308
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@@ -231,7 +231,7 @@ namespace ZL
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dialogueSystem.loadDatabase("resources/dialogue/sample_dialogues.json");
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dialogueSystem.addTriggerZone({
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"ghost_room_trigger",
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"npc_viola_intro",
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"test_line_dialogue",
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Eigen::Vector3f(0.0f, 0.0f, -8.5f),
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2.0f,
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true,
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@@ -248,13 +248,22 @@ namespace ZL
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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glEnable(GL_BLEND);
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menuManager.uiManager.draw(renderer);
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dialogueSystem.draw(renderer);
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glDisable(GL_BLEND);
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renderer.shaderManager.PopShader();
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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CheckGlError();
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}
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@@ -545,6 +554,23 @@ namespace ZL
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continue;
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}
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if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
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switch (event.key.keysym.sym) {
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case SDLK_f:
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dialogueSystem.startDialogue("test_line_dialogue");
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break;
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case SDLK_e:
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dialogueSystem.startDialogue("test_cutscene_dialogue");
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break;
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case SDLK_RETURN:
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default:
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break;
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}
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}
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// Обработка ввода текста
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if (event.type == SDL_KEYDOWN) {
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if (event.key.keysym.sym == SDLK_BACKSPACE) {
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