Working on tutorial refactoring

This commit is contained in:
Vladislav Khorev committed 2026-10-23 22:03:55 +06:00
1 parent ea8f64c940
commit 9fa120d4ad
82 files changed
+1877 -7563

No files matched your search

+23 -29
View File
@@ -63,6 +63,10 @@ namespace FRG {
void tutorialShowTaxiHint();
// Shows the HUD for the current location with its callbacks wired and visibility
// applied. Game calls it once a new game's state has been reset.
void showGameplayHud();
void setChatUnread(int chatIndex, bool unread, const std::string& previewMsg = "");
void spendMoney(int amount);
@@ -75,7 +79,6 @@ namespace FRG {
std::function<void(int)> chatOpenCallback;
std::function<void()> skipCutsceneFunc;
std::function<void()> callTaxiFunc;
std::function<void()> tutorialUnlockInteractiveObjectsFunc;
std::function<void(int)> onSaveGame;
std::function<void(int)> onLoadGame;
std::function<SaveSlotInfo(int)> getSlotInfoFunc;
@@ -93,7 +96,6 @@ namespace FRG {
void onChatBubbleReady(const std::string& text, bool incoming);
void setDarklandsMode(bool enabled);
void advanceTutorialStep();
void onItemPickedUp(const std::string& itemId);
void onLocationChanged(const std::string& locationName);
void onEnemyKilledInUniInterior();
@@ -137,6 +139,9 @@ namespace FRG {
#else
bool shadowsEnabled = true;
#endif
// Applied only when a new game starts (off = start with the tutorial Completed);
// saved games keep their own tutorial progress.
bool tutorialEnabledSetting = true;
std::string lastMusicTrack;
#ifdef __EMSCRIPTEN__
@@ -160,15 +165,18 @@ namespace FRG {
AudioPlayerAsync& audioPlayer_;
void enterGameplay(bool isFromLoad = false);
void applyHudForCurrentState();
// HUD layout for the current location and darklands mode.
std::shared_ptr<UiNode> gameplayHudRoot() const;
// Single place that decides which HUD buttons and tutorial hints are visible:
// buttons follow the inventory, hints follow gameState_.tutorialStep and the
// tutorial flags. Runs every frame; names absent from the shown screen are skipped.
void refreshHudVisibility();
void refreshQuestJournalUi();
void reloadLocalizedGameContent();
std::shared_ptr<UiNode> loadLocalizedUi(const std::string& basePath, const std::string& zipFile);
std::shared_ptr<Texture> loadLocalizedTexture(const std::string& basePath, const std::string& zipFile);
void loadUiRoots(const std::string& zipFile);
void selectQuestByIndex(int index);
void refreshItemPickupHud();
void setupStep5Callbacks();
void setupGameplayHudCallbacks();
void openPhoneMessenger();
void openPhoneBank();
@@ -182,7 +190,6 @@ namespace FRG {
void openPhoneChatFromList(int chatIndex, std::shared_ptr<UiNode> chatRoot);
void returnToPhoneChatList();
void closePhoneScreenFromChat();
void applyUniIntHud();
void rebuildChatBubblesFromHistory(int chatIndex, bool isPortrait);
void showModalMenuScreen();
@@ -196,7 +203,8 @@ namespace FRG {
void showCreditsScreen();
void showSettingsScreen();
void showSettingsGraphicsScreen();
void setupTutorialToggle();
#ifdef __EMSCRIPTEN__
void showSettingsNoMusicWebScreen();
@@ -235,30 +243,19 @@ namespace FRG {
int journalMenuStackDepth_ = 0;
std::vector<std::string> visibleQuestIds;
std::shared_ptr<UiNode> hudRoot;
std::shared_ptr<UiNode> hudStep1Root;
std::shared_ptr<UiNode> hudStep2Root;
std::shared_ptr<UiNode> hudStep3Root;
std::shared_ptr<UiNode> hudStep4Root;
std::shared_ptr<UiNode> hudStep5aRoot;
std::shared_ptr<UiNode> hudStep5bRoot;
std::shared_ptr<UiNode> hudStep5abRoot;
// One HUD per location (+ darklands variant); each holds all of its buttons and
// tutorial hints, refreshHudVisibility() shows the relevant ones.
std::shared_ptr<UiNode> hudDormRoot;
std::shared_ptr<UiNode> hudUniExtRoot;
std::shared_ptr<UiNode> hudUniIntStep10Root;
std::shared_ptr<UiNode> hudUniIntStep11Root;
std::shared_ptr<UiNode> hudUniIntStep12Root;
std::shared_ptr<UiNode> hudUniIntFullRoot;
std::shared_ptr<UiNode> hudUniIntStep13Root;
std::shared_ptr<UiNode> hudUniIntDarkFullRoot;
std::shared_ptr<UiNode> hudUniExtDarkRoot;
std::shared_ptr<UiNode> hudUniIntRoot;
std::shared_ptr<UiNode> hudUniIntDarkRoot;
std::shared_ptr<UiNode> hudCutsceneRoot_;
// "Click to advance the dialogue" hint; drawn by topUiManager, above the dialogue.
std::shared_ptr<UiNode> hudTopHintRoot_;
std::shared_ptr<UiNode> phoneMainRoot;
std::shared_ptr<UiNode> phoneMainHintARoot;
std::shared_ptr<UiNode> phoneMainHintBRoot;
std::shared_ptr<UiNode> phoneMainHintABRoot;
std::shared_ptr<UiNode> phoneBankRoot;
std::shared_ptr<UiNode> phoneVideoRoot;
@@ -267,17 +264,12 @@ namespace FRG {
// Portrait-mode (vertical) equivalents for screens that have a portrait layout
std::shared_ptr<UiNode> verticalPhoneMainRoot;
std::shared_ptr<UiNode> verticalPhoneMainHintARoot;
std::shared_ptr<UiNode> verticalPhoneMainHintBRoot;
std::shared_ptr<UiNode> verticalPhoneMainHintABRoot;
std::shared_ptr<UiNode> verticalPhoneBankRoot;
std::shared_ptr<UiNode> verticalPhoneVideoRoot;
std::shared_ptr<UiNode> verticalPhoneMapDormRoot;
std::shared_ptr<UiNode> verticalPhoneMapUniRoot;
std::shared_ptr<UiNode> phoneChatListRoot;
std::shared_ptr<UiNode> phoneChatListHintRoot;
std::shared_ptr<UiNode> verticalPhoneChatListRoot;
std::shared_ptr<UiNode> verticalPhoneChatListHintRoot;
std::shared_ptr<UiNode> phoneChat1Root;
std::shared_ptr<UiNode> phoneChat2Root;
std::shared_ptr<UiNode> phoneChat3Root;
@@ -367,6 +359,8 @@ namespace FRG {
std::string musicToggleOff;
std::string soundToggleOn;
std::string soundToggleOff;
std::string tutorialToggleOn;
std::string tutorialToggleOff;
std::string fullScreenToggleOn;
std::string fullScreenToggleOff;
std::string shadowToggleOn;