Fixing UI bugs, updating web UI

This commit is contained in:
Vladislav Khorev committed 2026-06-12 20:18:43 +03:00
1 parent dee9615483
commit 7031a21922
28 files changed
+216 -48

No files matched your search

+132 -3
View File
@@ -48,18 +48,24 @@ namespace ZL
#ifdef EMSCRIPTEN
Game* Game::s_instance = nullptr;
void Game::onResourcesZipLoaded(const char* /*filename*/) {
void Game::onResourcesZipLoaded(unsigned /*handle*/, void* /*userData*/, const char* /*filename*/) {
std::cout << "Resources.zip loaded successfully" << std::endl;
if (s_instance) {
s_instance->resourcesDownloadProgress = 1.0f;
s_instance->mainThreadHandler.EnqueueMainThreadTask([&]() {
s_instance->setupPart2();
});
}
}
void Game::onResourcesZipError(const char* /*filename*/) {
void Game::onResourcesZipError(unsigned /*handle*/, void* /*userData*/, int /*httpStatus*/) {
std::cout << "Failed to download resources.zip" << std::endl;
}
void Game::onResourcesZipProgress(unsigned /*handle*/, void* /*userData*/, int percentComplete) {
if (s_instance)
s_instance->resourcesDownloadProgress = percentComplete / 100.0f;
}
#endif
Game::Game()
@@ -98,6 +104,12 @@ namespace ZL
#endif
loadingTexture = renderer.textureManager.LoadFromPng("resources/loading.png", "");
#ifdef EMSCRIPTEN
loadingProgressBarFrameTexture = renderer.textureManager.LoadFromPng(
"resources/loadingProgressBarFrame.png", "", true);
loadingProgressBarTexture = renderer.textureManager.LoadFromPng(
"resources/loadingProgressBar.png", "", true);
#endif
float minDimension;
float width = Environment::projectionWidth;
float height = Environment::projectionHeight;
@@ -119,7 +131,8 @@ namespace ZL
// The loading screen stays visible until the download finishes.
s_instance = this;
std::cout << "Load resurces step 1" << std::endl;
emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError);
emscripten_async_wget2("resources.zip", "resources.zip", "GET", nullptr, nullptr,
onResourcesZipLoaded, onResourcesZipError, onResourcesZipProgress);
#else
mainThreadHandler.EnqueueMainThreadTask([this]() {
std::cout << "Load resurces step 2" << std::endl;
@@ -451,6 +464,9 @@ namespace ZL
renderer.textureManager.LoadFromPng("resources/w/ui/img/toast/item_received001.png", CONST_ZIP_FILE, true);
renderer.textureManager.LoadFromPng("resources/w/ui/img/toast/item_removed001.png", CONST_ZIP_FILE, true);
mobileRotateTexture = renderer.textureManager.LoadFromPng(
"resources/rotateYourDevice.png", CONST_ZIP_FILE, true);
// Wire inventory callbacks: tutorial tracking + toast notifications.
@@ -608,6 +624,9 @@ namespace ZL
if (!loadingCompleted) {
drawLoading();
}
else if (Environment::width < Environment::height) {
drawMobilePortraitOverlay();
}
else
{
if (currentLocation)
@@ -643,6 +662,37 @@ namespace ZL
CheckGlError(__FILE__, __LINE__);
}
void Game::drawMobilePortraitOverlay()
{
if (!mobileRotateTexture) return;
const float W = Environment::projectionWidth;
const float H = Environment::projectionHeight;
if (W != mobileRotateMeshLastW || H != mobileRotateMeshLastH) {
mobileRotateMeshLastW = W;
mobileRotateMeshLastH = H;
const float minDim = min(W, H);
mobileRotateMesh.data = CreateRect2D({ 0.f, 0.f }, { minDim * 0.5f, minDim * 0.5f }, 3.f);
mobileRotateMesh.RefreshVBO();
}
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", 1.0f);
renderer.PushProjectionMatrix(-W * 0.5f, W * 0.5f, -H * 0.5f, H * 0.5f, -10, 10);
renderer.PushMatrix();
renderer.LoadIdentity();
glBindTexture(GL_TEXTURE_2D, mobileRotateTexture->getTexID());
renderer.DrawVertexRenderStruct(mobileRotateMesh);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
CheckGlError(__FILE__, __LINE__);
}
void Game::drawLoading()
{
glClear(GL_DEPTH_BUFFER_BIT);
@@ -669,6 +719,81 @@ namespace ZL
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
#ifdef EMSCRIPTEN
if (loadingProgressBarFrameTexture && loadingProgressBarTexture) {
const float W = Environment::projectionWidth;
const float H = Environment::projectionHeight;
static constexpr float kBarW = 400.0f;
static constexpr float kBarH = 40.0f;
const float barCenterY = -(H * 0.4f - 60.0f);
const float barLeft = -kBarW * 0.5f;
const float barBottom = barCenterY - kBarH * 0.5f;
const float barTop = barCenterY + kBarH * 0.5f;
// Rebuild frame mesh when projection dimensions change
if (W != loadingBarLastW || H != loadingBarLastH) {
loadingBarLastW = W;
loadingBarLastH = H;
VertexDataStruct frameData;
frameData.PositionData = {
{barLeft, barBottom, 4.f}, {barLeft, barTop, 4.f}, {barLeft+kBarW, barTop, 4.f},
{barLeft+kBarW, barTop, 4.f}, {barLeft+kBarW, barBottom, 4.f}, {barLeft, barBottom, 4.f}
};
frameData.TexCoordData = {
{0.f,0.f},{0.f,1.f},{1.f,1.f},
{1.f,1.f},{1.f,0.f},{0.f,0.f}
};
loadingProgressBarFrameMesh.data = std::move(frameData);
loadingProgressBarFrameMesh.RefreshVBO();
loadingBarLastRenderedProgress = -1.0f; // force fill rebuild too
}
// Rebuild fill mesh when progress changes
const float p = std::min(resourcesDownloadProgress, 1.0f);
if (p != loadingBarLastRenderedProgress) {
loadingBarLastRenderedProgress = p;
if (p > 0.001f) {
const float fillRight = barLeft + kBarW * p;
VertexDataStruct fillData;
fillData.PositionData = {
{barLeft, barBottom, 4.f}, {barLeft, barTop, 4.f}, {fillRight, barTop, 4.f},
{fillRight, barTop, 4.f}, {fillRight, barBottom, 4.f}, {barLeft, barBottom, 4.f}
};
fillData.TexCoordData = {
{0.f,0.f},{0.f,1.f},{p,1.f},
{p,1.f},{p,0.f},{0.f,0.f}
};
loadingProgressBarFillMesh.data = std::move(fillData);
loadingProgressBarFillMesh.RefreshVBO();
}
}
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", 1.0f);
renderer.PushProjectionMatrix(-W*0.5f, W*0.5f, -H*0.5f, H*0.5f, -10, 10);
renderer.PushMatrix();
renderer.LoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, loadingProgressBarFrameTexture->getTexID());
renderer.DrawVertexRenderStruct(loadingProgressBarFrameMesh);
if (p > 0.001f) {
glBindTexture(GL_TEXTURE_2D, loadingProgressBarTexture->getTexID());
renderer.DrawVertexRenderStruct(loadingProgressBarFillMesh);
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
#endif
CheckGlError(__FILE__, __LINE__);
}
@@ -729,6 +854,7 @@ namespace ZL
void Game::update() {
SDL_Event event;
const bool mobileIsPortrait = loadingCompleted && (Environment::width < Environment::height);
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
Environment::exitGameLoop = true;
@@ -746,6 +872,9 @@ namespace ZL
//space.clearTextRendererCache();
}
// Suppress all input while portrait overlay is shown
if (mobileIsPortrait) continue;
#ifdef __ANDROID__
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) {
Environment::exitGameLoop = true;