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@@ -96,6 +96,7 @@ namespace FRG {
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c.startStatePath = entry.value("startState", "");
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c.questsPath = entry.value("quests", "");
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c.tutorial = entry.value("tutorial", false);
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c.loadingScreenPath = entry.value("loadingScreen", std::string(CampaignConfig::kDefaultLoadingScreen));
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campaigns_.push_back(std::move(c));
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}
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@@ -50,6 +50,10 @@ namespace FRG {
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std::string startStatePath;
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std::string questsPath;
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bool tutorial = false;
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// UI layout shown while the campaign loads (preloaded with the rest of the UI).
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std::string loadingScreenPath = kDefaultLoadingScreen;
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static constexpr const char* kDefaultLoadingScreen = "resources/w/ui/screen_loading.json";
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std::string title(Language lang) const;
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};
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+124
-46
@@ -327,18 +327,10 @@ namespace FRG
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Character::nameTranslations.loadFromFile("resources/config/translate_names.json");
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});
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// Every campaign's locations are built up front (one loading step per location),
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// so starting or loading any campaign later only switches the active set.
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// Campaigns are only listed here; their locations are built on demand when the
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// player starts or loads one (see loadCampaignThen). MenuManager::setup() needs
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// the list to preload each campaign's loading screen.
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CampaignRegistry::instance().loadFromJson("resources/config/campaigns.json", CONST_ZIP_FILE);
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loadSteps.push([this]() {
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gameState.globalFloats["player_hp"] = 200; // read by location scripts as they load
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});
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for (const CampaignConfig& campaign : CampaignRegistry::instance().all()) {
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queueCampaignBuildSteps(campaign);
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}
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loadSteps.push([this]() {
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activateCampaign(CampaignRegistry::kDefaultCampaignId);
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});
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loadSteps.push([this]() {
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// Wire inventory callbacks: tutorial tracking + toast notifications.
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@@ -393,17 +385,28 @@ namespace FRG
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}
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menuManager.startGameFunc = [this](const std::string& campaignId) {
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mainThreadHandler.EnqueueMainThreadTask([this, campaignId]() {
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activateCampaign(campaignId);
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performResetToInitialState();
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applyTutorialSetting();
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const CampaignConfig& campaign = activeCampaign();
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gameState.currentLocationName = campaign.startLocation;
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menuManager.showGameplayHud(); // first HUD frame drawn from the fresh state
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if (currentLocation()) currentLocation()->scriptEngine.callLocationEnterCallback();
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audioPlayer->crossFadeMusicAsync(campaign.startMusic);
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menuManager.lastMusicTrack = campaign.startMusic;
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});
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auto start = [this, campaignId]() {
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loadCampaignThen(campaignId, [this]() {
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performResetToInitialState();
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applyTutorialSetting();
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const CampaignConfig& campaign = activeCampaign();
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gameState.currentLocationName = campaign.startLocation;
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menuManager.showGameplayHud(); // first HUD frame drawn from the fresh state
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if (currentLocation()) currentLocation()->scriptEngine.callLocationEnterCallback();
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audioPlayer->crossFadeMusicAsync(campaign.startMusic);
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menuManager.lastMusicTrack = campaign.startMusic;
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});
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};
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if (campaignLocations.count(campaignId)) {
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// Already loaded: the reset runs right away, so keep it off the menu
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// button's call stack.
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mainThreadHandler.EnqueueMainThreadTask(start);
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} else {
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// Not loaded: this only shows the loading screen and queues the build
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// steps, so start it now -- deferring it would draw one more frame of
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// the main menu before the loading screen appears.
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start();
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}
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};
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menuManager.onSaveGame = [this](int slot) { saveGame(slot); };
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@@ -429,7 +432,11 @@ namespace FRG
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// the duration, exactly like the initial resource load.
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menuManager.runAsLoadingSequence = [this](std::vector<std::function<void()>> steps) {
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for (auto& step : steps) loadSteps.push(std::move(step));
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loadSteps.push([this]() { loadingCompleted = true; });
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loadSteps.push([this]() {
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loadingCompleted = true;
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// Hidden together with loadingCompleted, so no frame falls back to drawLoading().
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menuManager.hideLoadingScreen();
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});
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loadStepsTotal = loadSteps.size();
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loadStepsDone = 0;
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showLoadingProgressBar = false;
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@@ -462,6 +469,10 @@ namespace FRG
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});
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loadSteps.push([this]() {
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// Everything loaded so far (UI, portraits, shared assets) stays loaded for the
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// whole session; textures loaded later belong to a campaign and are released
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// when it is unloaded.
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renderer.textureManager.MarkAllResident();
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loadingCompleted = true;
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});
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@@ -478,15 +489,8 @@ namespace FRG
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}
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void Game::activateCampaign(const std::string& campaignId) {
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auto it = campaignLocations.find(campaignId);
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if (it == campaignLocations.end()) {
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std::cerr << "[campaign] Unknown campaign '" << campaignId << "', using '"
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<< CampaignRegistry::kDefaultCampaignId << "'" << std::endl;
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it = campaignLocations.find(CampaignRegistry::kDefaultCampaignId);
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if (it == campaignLocations.end()) return;
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}
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gameState.campaignId = it->first;
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gameState.locations = it->second;
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gameState.campaignId = campaignId;
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gameState.locations = campaignLocations[campaignId];
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gameState.questJournal.loadFromFile(activeCampaign().questsPath, CONST_ZIP_FILE);
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}
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@@ -500,18 +504,55 @@ namespace FRG
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return *campaign;
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}
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void Game::queueCampaignBuildSteps(const CampaignConfig& campaign) {
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const std::string campaignId = campaign.id;
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for (const std::string& configPath : campaign.locationConfigPaths) {
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loadSteps.push([this, campaignId, configPath]() {
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void Game::loadCampaignThen(const std::string& requestedId, std::function<void()> then) {
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const CampaignConfig* campaign = CampaignRegistry::instance().find(requestedId);
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if (!campaign) {
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std::cerr << "[campaign] Unknown campaign '" << requestedId << "', using '"
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<< CampaignRegistry::kDefaultCampaignId << "'" << std::endl;
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campaign = CampaignRegistry::instance().find(CampaignRegistry::kDefaultCampaignId);
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if (!campaign) return;
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}
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const std::string campaignId = campaign->id;
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if (campaignLocations.count(campaignId)) {
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activateCampaign(campaignId);
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then();
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return;
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}
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// Build it behind the campaign's loading screen, one location per loading step.
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// The screen is hidden when the sequence completes (see runAsLoadingSequence).
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menuManager.showLoadingScreen(campaign->loadingScreenPath);
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std::vector<std::function<void()>> steps;
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steps.push_back([this, campaignId]() {
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unloadCampaigns(); // only one campaign is kept in memory
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campaignLocations[campaignId];
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gameState.globalFloats["player_hp"] = 200; // read by location scripts as they load
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});
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for (const std::string& configPath : campaign->locationConfigPaths) {
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steps.push_back([this, campaignId, configPath]() {
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LocationConfig config;
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if (LocationConfig::fromFile(configPath, CONST_ZIP_FILE, config))
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campaignLocations[campaignId][config.id] = createLocation(config);
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});
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}
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loadSteps.push([this, campaignId]() {
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wireCampaignLocations(campaignLocations[campaignId]);
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steps.push_back([this, campaignId, then]() {
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LocationMap& locations = campaignLocations[campaignId];
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wireCampaignLocations(locations);
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if (shadowMap) {
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for (auto& [name, loc] : locations) loc->shadowMap = shadowMap;
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}
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activateCampaign(campaignId);
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then();
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});
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menuManager.runAsLoadingSequence(std::move(steps));
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}
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void Game::unloadCampaigns() {
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gameState.locations.clear();
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campaignLocations.clear();
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// Drop the cache entries of the textures the campaign loaded; UI images stay.
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renderer.textureManager.UnloadNonResident("resources/w/ui");
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}
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void Game::performFullReset() {
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@@ -783,8 +824,11 @@ namespace FRG
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}
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// Wire HP-change callbacks so all player instances update the health bar HUD.
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for (auto& [name, loc] : locations) {
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if (loc->player) {
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for (auto& [name, locPtr] : locations) {
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if (locPtr->player) {
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// Raw pointer: the location owns this player, so a shared_ptr here would be
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// a reference cycle that keeps unloaded locations alive.
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Location* loc = locPtr.get();
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loc->player->state.onHpChanged = [this, loc](float hp, float maxHp, int attackerIndex) {
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menuManager.updateHealthBar(hp, maxHp);
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@@ -875,10 +919,33 @@ namespace FRG
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// Campaign loading screen: a UI layout drawn with the same state as the HUD.
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void Game::drawLoadingScreenUi()
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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.loadingUiManager.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(__FILE__, __LINE__);
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}
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void Game::drawScene() {
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glViewport(0, 0, Environment::width, Environment::height);
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if (!loadingCompleted) {
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drawLoading();
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if (menuManager.isLoadingScreenShown())
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drawLoadingScreenUi();
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else
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drawLoading();
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}
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/*else if (Environment::width < Environment::height) {
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drawMobilePortraitOverlay();
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@@ -1070,6 +1137,7 @@ namespace FRG
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updateDarklandsFlash(delta);
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menuManager.uiManager.update(static_cast<float>(delta));
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menuManager.topUiManager.update(static_cast<float>(delta));
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menuManager.loadingUiManager.update(static_cast<float>(delta));
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if (!menuManager.isMainMenuOpen())
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menuManager.update(static_cast<float>(delta));
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@@ -1115,6 +1183,7 @@ namespace FRG
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const bool isPortrait = Environment::width < Environment::height;
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menuManager.uiManager.updateAllLayouts();
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menuManager.topUiManager.updateAllLayouts();
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menuManager.loadingUiManager.updateAllLayouts();
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if (wasPortrait != isPortrait) {
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menuManager.onOrientationChanged();
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@@ -1748,16 +1817,25 @@ namespace FRG
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std::cerr << "[save] Save file not found or empty: " << path << std::endl;
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return;
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}
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nlohmann::json root;
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try {
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nlohmann::json root = nlohmann::json::parse(content);
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// Every campaign is built at startup, so loading only switches to the save's
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// campaign (its locations and quest definitions) before applying the state.
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activateCampaign(root.value("campaignId", std::string(CampaignRegistry::kDefaultCampaignId)));
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gameState.load(root);
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root = nlohmann::json::parse(content);
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} catch (const std::exception& e) {
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std::cerr << "[save] Failed to parse save file " << path << ": " << e.what() << std::endl;
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return;
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}
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// The save's campaign may not be loaded yet; the state is applied once it is.
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const std::string campaignId = root.value("campaignId", std::string(CampaignRegistry::kDefaultCampaignId));
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loadCampaignThen(campaignId, [this, root]() {
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gameState.load(root);
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playMusicForLoadedGame();
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menuManager.enterGameplay(true);
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});
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}
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void Game::playMusicForLoadedGame()
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{
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if (gameState.isDarklands)
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{
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audioPlayer->crossFadeMusicAsync("music/bishkek fight calm.ogg");
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+12
-5
@@ -126,18 +126,24 @@ namespace FRG {
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void saveGame(int slot);
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void loadGame(int slot);
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void playMusicForLoadedGame();
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SaveSlotInfo readSlotInfo(int slot) const;
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// Every campaign's locations, all built at startup (campaign id -> locations).
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// gameState.locations is a copy of the active campaign's entry.
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// Locations of the loaded campaign (campaign id -> locations); at most one entry,
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// empty until the player starts or loads a game. gameState.locations is a copy
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// of the active campaign's entry.
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std::unordered_map<std::string, LocationMap> campaignLocations;
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// Builds one location from its config and wires the callbacks every location gets.
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std::shared_ptr<Location> createLocation(const LocationConfig& config);
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// Wires the callbacks that span a campaign's locations (teleports, dialogue, HUD...).
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void wireCampaignLocations(LocationMap& locations);
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// Queues one loading step per location of `campaign`, plus its wiring step.
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void queueCampaignBuildSteps(const CampaignConfig& campaign);
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// Makes `campaignId` the played campaign: its locations and its quest definitions.
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// Runs `then` with the campaign active. If its locations aren't loaded, they are
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// built first behind the campaign's loading screen (one loading step per
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// location) and any other loaded campaign is released.
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void loadCampaignThen(const std::string& campaignId, std::function<void()> then);
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// Releases every loaded campaign's locations and the textures only they used.
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void unloadCampaigns();
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// Makes a loaded campaign the played one: its locations and its quest definitions.
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void activateCampaign(const std::string& campaignId);
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const CampaignConfig& activeCampaign() const;
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@@ -168,6 +174,7 @@ namespace FRG {
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void drawUI();
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void drawLoading();
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void drawLoadingScreenUi();
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void onPointerDown(int64_t fingerId, int eventX, int eventY, int mx, int my);
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void onPointerUp(int64_t fingerId, int eventX, int eventY, int mx, int my);
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+21
-1
@@ -325,6 +325,11 @@ namespace FRG {
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languageScreenRoot = loadLocalizedUi("resources/w/ui/screen_language.json", zipFile);
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loadSavedGameScreenRoot = loadLocalizedUi("resources/w/ui/screen_load.json", zipFile);
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campaignScreenRoot = loadLocalizedUi("resources/w/ui/screen_campaign.json", zipFile);
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loadingScreenRoots_.clear();
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for (const CampaignConfig& campaign : CampaignRegistry::instance().all()) {
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if (!loadingScreenRoots_.count(campaign.loadingScreenPath))
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loadingScreenRoots_[campaign.loadingScreenPath] = loadLocalizedUi(campaign.loadingScreenPath, zipFile);
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}
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saveGameScreenRoot = loadLocalizedUi("resources/w/ui/screen_save.json", zipFile);
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}
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@@ -385,6 +390,21 @@ namespace FRG {
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if (startGameFunc) startGameFunc(campaignId);
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}
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void MenuManager::showLoadingScreen(const std::string& layoutPath) {
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auto it = loadingScreenRoots_.find(layoutPath);
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if (it == loadingScreenRoots_.end() || !it->second) {
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std::cerr << "[menu] Loading screen not preloaded: " << layoutPath << std::endl;
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return; // Game falls back to the startup loading image
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}
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loadingUiManager.replaceRoot(it->second);
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loadingScreenShown_ = true;
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}
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void MenuManager::hideLoadingScreen() {
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loadingUiManager.replaceRoot(nullptr);
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loadingScreenShown_ = false;
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}
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void MenuManager::enterGameplay(bool isFromLoad) {
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if (isFromLoad) {
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uiManager.clearMenuStack();
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@@ -1080,8 +1100,8 @@ namespace FRG {
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}
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uiManager.setTextButtonCallback(kSlotButtons[i], [this, slot](const std::string&) {
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audioPlayer_.playSoundAsync("resources/audio/751089__smallconfusion__mechanical-plastic-click-11.ogg");
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// Game enters gameplay itself once the save (and its campaign) is loaded.
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if (onLoadGame) onLoadGame(slot);
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enterGameplay(true);
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});
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}
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}
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+13
-1
@@ -33,6 +33,8 @@ namespace FRG {
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UiManager uiManager;
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UiManager topUiManager;
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UiManager chatUiManager;
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// Draws the campaign loading screen while Game builds a campaign.
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UiManager loadingUiManager;
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std::unordered_map<std::string,
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std::unordered_map<Language, std::string>> localizedLocationName;
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@@ -66,6 +68,14 @@ namespace FRG {
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// Shows the HUD for the current location with its callbacks wired and visibility
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// applied. Game calls it once a new game's state has been reset.
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void showGameplayHud();
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// Called by Game once a save has been applied.
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void enterGameplay(bool isFromLoad = false);
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// Campaign loading screen (layout from CampaignConfig::loadingScreenPath, preloaded
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// with the UI). Game shows it before building a campaign and hides it when done.
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void showLoadingScreen(const std::string& layoutPath);
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void hideLoadingScreen();
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bool isLoadingScreenShown() const { return loadingScreenShown_; }
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void setChatUnread(int chatIndex, bool unread, const std::string& previewMsg = "");
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@@ -166,7 +176,6 @@ namespace FRG {
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AudioPlayerAsync& audioPlayer_;
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void startNewGame(const std::string& campaignId);
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void enterGameplay(bool isFromLoad = false);
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// HUD layout for the current location and darklands mode.
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std::shared_ptr<UiNode> gameplayHudRoot() const;
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// Single place that decides which HUD buttons and tutorial hints are visible:
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@@ -299,6 +308,9 @@ namespace FRG {
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std::shared_ptr<UiNode> languageScreenRoot;
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std::shared_ptr<UiNode> loadSavedGameScreenRoot;
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std::shared_ptr<UiNode> campaignScreenRoot;
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// Loading screen layouts by path; campaigns may share one.
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std::unordered_map<std::string, std::shared_ptr<UiNode>> loadingScreenRoots_;
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bool loadingScreenShown_ = false;
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std::shared_ptr<UiNode> saveGameScreenRoot;
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@@ -553,4 +553,26 @@ namespace FRG
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textureMap.clear();
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}
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void TextureManager::MarkAllResident()
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{
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for (const auto& [key, tex] : textureMap) residentKeys.insert(key);
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}
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void TextureManager::UnloadNonResident(const std::string& residentPrefix)
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{
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size_t unloaded = 0;
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for (auto it = textureMap.begin(); it != textureMap.end(); ) {
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const bool keep = residentKeys.count(it->first)
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|| (!residentPrefix.empty() && it->first.compare(0, residentPrefix.size(), residentPrefix) == 0);
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if (keep) {
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++it;
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}
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else {
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it = textureMap.erase(it);
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++unloaded;
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}
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}
|
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logger() << "Unloaded " << unloaded << " non-resident textures" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "utils/Utils.h"
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <unordered_set>
|
||||
|
||||
#if defined EMSCRIPTEN || defined __ANDROID__
|
||||
#define PNG_ENABLED
|
||||
@@ -79,8 +80,16 @@ namespace FRG
|
||||
void UnloadByPrefix(const std::string& prefix);
|
||||
void UnloadAll();
|
||||
|
||||
// Marks every texture cached so far as resident, so UnloadNonResident() keeps it.
|
||||
void MarkAllResident();
|
||||
// Drops cached textures that aren't resident and whose key doesn't start with
|
||||
// residentPrefix (e.g. UI images, which are reloaded under the same prefix). A
|
||||
// texture is freed once nothing else holds it.
|
||||
void UnloadNonResident(const std::string& residentPrefix = "");
|
||||
|
||||
private:
|
||||
std::unordered_map<std::string, std::shared_ptr<Texture>> textureMap;
|
||||
std::unordered_set<std::string> residentKeys;
|
||||
static std::string MakeKey(const std::string& fileName, const std::string& zipFile);
|
||||
};
|
||||
|
||||
|
||||
Reference in new issue
Block a user