Working on loading
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@@ -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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