Fixing UI bugs, updating web UI
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@@ -115,8 +115,18 @@ namespace ZL {
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#ifdef EMSCRIPTEN
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static Game* s_instance;
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static void onResourcesZipLoaded(const char* filename);
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static void onResourcesZipError(const char* filename);
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static void onResourcesZipLoaded(unsigned handle, void* userData, const char* filename);
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static void onResourcesZipError(unsigned handle, void* userData, int httpStatus);
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static void onResourcesZipProgress(unsigned handle, void* userData, int percentComplete);
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float resourcesDownloadProgress = 0.0f;
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std::shared_ptr<Texture> loadingProgressBarTexture;
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std::shared_ptr<Texture> loadingProgressBarFrameTexture;
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VertexRenderStruct loadingProgressBarFrameMesh;
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VertexRenderStruct loadingProgressBarFillMesh;
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float loadingBarLastRenderedProgress = -1.0f;
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float loadingBarLastW = -1.0f;
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float loadingBarLastH = -1.0f;
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#endif
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// Screen-flash transition state (shared by darklands and night transitions)
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@@ -131,6 +141,14 @@ namespace ZL {
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void updateDarklandsFlash(int64_t deltaMs);
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void drawDarklandsFlash();
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// Portrait-mode overlay (mobile / portrait browsers)
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std::shared_ptr<Texture> mobileRotateTexture;
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VertexRenderStruct mobileRotateMesh;
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float mobileRotateMeshLastW = -1.0f;
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float mobileRotateMeshLastH = -1.0f;
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void drawMobilePortraitOverlay();
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int64_t newTickCount;
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int64_t lastTickCount;
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