Fixing minor bugs, added about screen

This commit is contained in:
Vladislav Khorev committed 2026-07-15 20:22:12 +03:00
1 parent 159fac02f0
commit b6cd17449f
11 files changed
+257 -22

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+3 -8
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@@ -78,11 +78,6 @@ namespace ZL
}
Game::~Game() {
#ifndef EMSCRIPTEN
// In Emscripten, SDL must stay alive across context loss/restore cycles
// so the window remains valid when the game object is re-created.
SDL_Quit();
#endif
}
void Game::setup() {
@@ -586,7 +581,7 @@ namespace ZL
gameState.locations["uni_interior"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
gameState.locations["uni_interior"]->requestReturnToMainMenu = [this]() {
gameState.currentLocationName.clear();
menuManager.showMainMenu();
menuManager.showMenuAfterGameCompleted();
};
gameState.locations["uni_interior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
menuManager.setChatUnread(idx, unread, msg);
@@ -656,7 +651,7 @@ namespace ZL
};
gameState.locations["uni_exterior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
gameState.locations["uni_exterior"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
gameState.locations["uni_exterior"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
//gameState.locations["uni_exterior"]->requestReturnToMainMenu = [this]() { menuManager.showMenuAfterGameCompleted(); };
gameState.locations["uni_exterior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
menuManager.setChatUnread(idx, unread, msg);
};
@@ -740,7 +735,7 @@ namespace ZL
gameState.locations["location_dorm"]->requestNightDayTransition = [this](bool isNight, bool isDawn) { gameState.isNight = isNight; gameState.isDawn = isDawn; };
gameState.locations["location_dorm"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
gameState.locations["location_dorm"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
gameState.locations["location_dorm"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
//gameState.locations["location_dorm"]->requestReturnToMainMenu = [this]() { menuManager.showMenuAfterGameCompleted(); };
gameState.locations["location_dorm"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
menuManager.setChatUnread(idx, unread, msg);
};