Portrait mode for inventory screen

This commit is contained in:
Vladislav Khorev committed 2026-06-27 13:07:16 +03:00
1 parent 1b172460e0
commit bdad5fa107
6 files changed
+375 -36

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+85 -36
View File
@@ -159,6 +159,8 @@ namespace ZL {
modalMenuRoot = loadUiFromFile("resources/w/ui/screen_modal_menu.json", renderer, zipFile);
newInventoryRoot = loadUiFromFile("resources/w/ui/screen_inventory.json", renderer, zipFile);
portraitInventoryListRoot = loadUiFromFile("resources/w/ui/portrait_screen_inventory.json", renderer, zipFile);
portraitInventoryItemRoot = loadUiFromFile("resources/w/ui/portrait_screen_inventory_item.json", renderer, zipFile);
questJournalRoot = loadUiFromFile("resources/w/ui/screen_journal.json", renderer, zipFile);
portraitQuestJournalListRoot = loadUiFromFile("resources/w/ui/portrait_screen_journal.json", renderer, zipFile);
portraitQuestJournalItemRoot = loadUiFromFile("resources/w/ui/portrait_screen_journal_item.json", renderer, zipFile);
@@ -444,54 +446,49 @@ namespace ZL {
void MenuManager::openInventory() {
uiState_ = GameUiState::Inventory;
uiManager.pushMenuFromSavedRoot(newInventoryRoot);
inventoryMenuStackDepth_ = 1;
const bool portrait = isPortraitMode();
uiManager.pushMenuFromSavedRoot(portrait ? portraitInventoryListRoot : newInventoryRoot);
uiManager.setButtonCallback("inventoryExitButton", [this](const std::string&) {
closeInventory();
});
});
const auto& items = inventory->getItems();
std::string itemText;
if (items.empty()) {
itemText = "Inventory (Empty)";
}
else {
itemText = "Inventory (" + std::to_string(items.size()) + " items)\n\n";
for (size_t i = 0; i < items.size(); ++i) {
itemText += std::to_string(i + 1) + ". " + items[i].name + "\n";
const int maxSlots = 9;
for (int i = 0; i < maxSlots; ++i) {
const std::string btnName = "item" + std::to_string(i + 1) + "Button";
if (i < static_cast<int>(items.size())) {
uiManager.setNodeVisible(btnName, true);
auto btn = uiManager.findButton(btnName);
if (btn) {
auto tex = renderer.textureManager.LoadFromPng(items[i].icon, CONST_ZIP_FILE, true);
btn->texNormal = btn->texHover = btn->texPressed = tex;
}
uiManager.setButtonCallback(btnName, [this, i](const std::string&) {
selectInventoryItem(i);
});
}
else {
uiManager.setNodeVisible(btnName, false);
}
}
inventorySelectedIndex_ = -1;
if (!items.empty()) {
selectInventoryItem(0);
const int maxSlots = 9;
for (int i = 0; i < maxSlots; ++i) {
const std::string btnName = "item" + std::to_string(i + 1) + "Button";
if (i < static_cast<int>(items.size())) {
uiManager.setNodeVisible(btnName, true);
auto btn = uiManager.findButton(btnName);
if (btn) {
auto tex = renderer.textureManager.LoadFromPng(items[i].icon, CONST_ZIP_FILE, true);
btn->texNormal = btn->texHover = btn->texPressed = tex;
}
uiManager.setButtonCallback(btnName, [this, i](const std::string&) {
selectInventoryItem(i);
});
} else {
uiManager.setNodeVisible(btnName, false);
}
}
inventorySelectedIndex_ = -1;
if (!portrait && !items.empty()) {
selectInventoryItem(0);
}
}
void MenuManager::selectInventoryItem(int index) {
const auto& items = inventory->getItems();
if (index < 0 || index >= static_cast<int>(items.size())) return;
if (isPortraitMode() && inventoryMenuStackDepth_ == 1) {
openPortraitInventoryItem(index);
return;
}
// Revert previously selected button to its regular icon
if (inventorySelectedIndex_ >= 0 && inventorySelectedIndex_ < static_cast<int>(items.size())) {
const std::string prevBtnName = "item" + std::to_string(inventorySelectedIndex_ + 1) + "Button";
@@ -528,7 +525,8 @@ namespace ZL {
void MenuManager::closeInventory() {
uiState_ = GameUiState::Gameplay;
uiManager.popMenu();
for (int i = 0; i < inventoryMenuStackDepth_; ++i) uiManager.popMenu();
inventoryMenuStackDepth_ = 0;
uiManager.updateAllLayouts();
}
@@ -1290,6 +1288,34 @@ namespace ZL {
refreshQuestJournalUi();
}
void MenuManager::openPortraitInventoryItem(int index) {
const auto& items = inventory->getItems();
inventorySelectedIndex_ = index;
inventoryMenuStackDepth_ = 2;
uiManager.pushMenuFromSavedRoot(portraitInventoryItemRoot);
uiManager.setButtonCallback("inventoryExitButton", [this](const std::string&) {
closePortraitInventoryItem();
});
const auto& item = items[index];
auto img = uiManager.findStaticImage("selectedItemPic");
if (img) {
const std::string& path = item.selectedIcon.empty() ? item.icon : item.selectedIcon;
img->texture = renderer.textureManager.LoadFromPng(path, CONST_ZIP_FILE, true);
}
uiManager.setText("selectedText", item.name);
uiManager.setText("selectedDescription", item.description);
uiManager.updateAllLayouts();
}
void MenuManager::closePortraitInventoryItem() {
inventoryMenuStackDepth_ = 1;
uiManager.popMenu();
uiManager.updateAllLayouts();
}
void MenuManager::openPortraitQuestJournalItem(int index) {
selectedQuestIndex = index;
journalMenuStackDepth_ = 2;
@@ -1770,6 +1796,29 @@ namespace ZL {
}
void MenuManager::onOrientationChanged() {
if (uiState_ == GameUiState::Inventory) {
const int savedIndex = inventorySelectedIndex_;
const bool wasOnItemDetail = (inventoryMenuStackDepth_ == 2);
for (int i = 0; i < inventoryMenuStackDepth_; ++i) uiManager.popMenu();
inventoryMenuStackDepth_ = 0;
uiState_ = GameUiState::Gameplay;
inventorySelectedIndex_ = -1;
openInventory();
const int itemCount = static_cast<int>(inventory->getItems().size());
if (isPortraitMode() && wasOnItemDetail &&
savedIndex >= 0 && savedIndex < itemCount) {
selectInventoryItem(savedIndex);
} else if (!isPortraitMode() && savedIndex > 0 && savedIndex < itemCount) {
selectInventoryItem(savedIndex);
}
uiManager.updateAllLayouts();
return;
}
if (uiState_ == GameUiState::QuestJournal) {
const int savedQuestIndex = selectedQuestIndex;
const bool wasOnItemDetail = (journalMenuStackDepth_ == 2);
+5
View File
@@ -138,6 +138,8 @@ namespace ZL {
void rebuildChatBubblesFromHistory(int chatIndex, bool isPortrait);
void showModalMenuScreen();
void openPortraitInventoryItem(int index);
void closePortraitInventoryItem();
void openPortraitQuestJournalItem(int index);
void closePortraitJournalItem();
@@ -170,6 +172,7 @@ namespace ZL {
Inventory* inventory = nullptr;
int inventorySelectedIndex_ = -1;
int inventoryMenuStackDepth_ = 0;
int selectedQuestIndex = -1;
int journalMenuStackDepth_ = 0;
std::vector<std::string> visibleQuestIds;
@@ -235,6 +238,8 @@ namespace ZL {
std::shared_ptr<UiNode> newInventoryRoot;
std::shared_ptr<UiNode> portraitInventoryListRoot;
std::shared_ptr<UiNode> portraitInventoryItemRoot;
std::shared_ptr<UiNode> questJournalRoot;
std::shared_ptr<UiNode> portraitQuestJournalListRoot;
std::shared_ptr<UiNode> portraitQuestJournalItemRoot;