Major refactoring for game menu
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@@ -55,7 +55,7 @@ namespace ZL {
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}
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});
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uiManager.setAnimationCallback("exitButton", "bgScroll", []() {
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uiManager.setAnimationCallback("exitButton", "bgScroll", [this]() {
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std::cerr << "Exit button bgScroll animation finished" << std::endl;
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g_exitBgAnimating = false;
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});
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@@ -96,10 +96,10 @@ namespace ZL {
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});
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uiManager.setButtonCallback("shootButton", [this](const std::string& name) {
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firePressed = true;
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onFirePressed();
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});
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uiManager.setButtonCallback("shootButton2", [this](const std::string& name) {
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firePressed = true;
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onFirePressed();
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});
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uiManager.setSliderCallback("velocitySlider", [this](const std::string& name, float value) {
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int newVel = roundf(value * 10);
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@@ -114,16 +114,18 @@ namespace ZL {
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});
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};
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uiManager.setButtonCallback("singleButton", [loadGameplayUI](const std::string& name) {
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uiManager.setButtonCallback("singleButton", [loadGameplayUI, this](const std::string& name) {
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std::cerr << "Single button pressed: " << name << " -> load gameplay UI\n";
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loadGameplayUI();
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onSingleplayerPressed();
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});
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/*uiManager.setButtonCallback("multiplayerButton", [loadGameplayUI](const std::string& name) {
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uiManager.setButtonCallback("multiplayerButton", [loadGameplayUI, this](const std::string& name) {
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std::cerr << "Multiplayer button pressed: " << name << " -> load gameplay UI\n";
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loadGameplayUI();
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});*/
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onMultiplayerPressed();
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});
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uiManager.setButtonCallback("multiplayerButton", [this](const std::string& name) {
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uiManager.setButtonCallback("multiplayerButton2", [this](const std::string& name) {
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std::cerr << "Multiplayer button pressed → opening multiplayer menu\n";
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uiManager.startAnimationOnNode("playButton", "buttonsExit");
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