add quest journal (QuestJournal + split UI view)

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vottozi committed 2026-04-30 03:20:52 +06:00
1 parent dbf0af2cb2
commit d78286a9c2
13 files changed
+1148 -32

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@@ -173,6 +173,11 @@ namespace ZL
// Load UI with inventory button
try {
menuManager.uiManager.loadFromFile("resources/config2/ui_inventory.json", renderer, CONST_ZIP_FILE);
menuManager.uiManager.appendFromFile("resources/config2/ui_quest_journal.json", renderer, CONST_ZIP_FILE);
questJournal.loadFromFile("resources/quests/quests.json", CONST_ZIP_FILE);
setupQuestJournalUi();
std::cout << "UI loaded successfully" << std::endl;
menuManager.uiManager.setNodeVisible("inventory_items_panel", false);
@@ -180,6 +185,9 @@ namespace ZL
menuManager.uiManager.setTextButtonCallback("inventory_button", [this](const std::string& name) {
std::cout << "[UI] Inventory button clicked" << std::endl;
if (this->questJournalOpen) {
this->toggleQuestJournal();
}
this->menuManager.uiManager.setNodeVisible("inventory_items_panel", true);
this->menuManager.uiManager.setNodeVisible("close_inventory_button", true);
this->inventoryOpen = true;
@@ -250,6 +258,149 @@ namespace ZL
CheckGlError(__FILE__, __LINE__);
}
static int questStatusPriority(Quest::QuestStatus status) {
switch (status) {
case Quest::QuestStatus::Active: return 0;
case Quest::QuestStatus::Available: return 1;
case Quest::QuestStatus::Completed: return 2;
case Quest::QuestStatus::Failed: return 3;
default: return 4;
}
}
static std::array<float, 4> questStatusColor(Quest::QuestStatus status) {
switch (status) {
case Quest::QuestStatus::Completed: return { 0.25f, 0.95f, 0.35f, 1.0f };
case Quest::QuestStatus::Failed: return { 1.0f, 0.25f, 0.25f, 1.0f };
case Quest::QuestStatus::Active: return { 1.0f, 1.0f, 1.0f, 1.0f };
case Quest::QuestStatus::Available: return { 0.86f, 0.86f, 0.86f, 1.0f };
default: return { 0.45f, 0.45f, 0.45f, 1.0f };
}
}
void Game::setupQuestJournalUi() {
questJournalOpen = false;
selectedQuestIndex = -1;
visibleQuestIds.clear();
menuManager.uiManager.setNodeVisible("quest_journal_panel", false);
menuManager.uiManager.setNodeVisible("quest_close_button", false);
menuManager.uiManager.setTextButtonCallback("quest_journal_button", [this](const std::string&) {
toggleQuestJournal();
});
menuManager.uiManager.setTextButtonCallback("quest_close_button", [this](const std::string&) {
if (questJournalOpen) {
toggleQuestJournal();
}
});
for (int i = 0; i < 9; ++i) {
const std::string slotName = "quest_slot_" + std::to_string(i);
menuManager.uiManager.setTextButtonCallback(slotName, [this, i](const std::string&) {
selectQuestByIndex(i);
});
menuManager.uiManager.setNodeVisible(slotName, false);
}
}
void Game::toggleQuestJournal() {
questJournalOpen = !questJournalOpen;
std::cout << "[quest] toggleQuestJournal: " << (questJournalOpen ? "open" : "closed") << std::endl;
if (questJournalOpen) {
if (inventoryOpen) {
menuManager.uiManager.setNodeVisible("inventory_items_panel", false);
menuManager.uiManager.setNodeVisible("close_inventory_button", false);
inventoryOpen = false;
}
}
menuManager.uiManager.setNodeVisible("quest_journal_panel", questJournalOpen);
menuManager.uiManager.setNodeVisible("quest_close_button", questJournalOpen);
if (questJournalOpen) {
refreshQuestJournalUi();
if (!visibleQuestIds.empty()) {
selectQuestByIndex(0);
}
}
}
void Game::refreshQuestJournalUi() {
visibleQuestIds.clear();
auto quests = questJournal.getVisibleQuests();
std::sort(quests.begin(), quests.end(), [](const Quest::QuestState* a, const Quest::QuestState* b) {
const int pa = questStatusPriority(a->status);
const int pb = questStatusPriority(b->status);
if (pa != pb) return pa < pb;
// Newer quests are shown above older quests inside the same status bucket.
return a->orderIndex > b->orderIndex;
});
for (int i = 0; i < 9; ++i) {
const std::string slotName = "quest_slot_" + std::to_string(i);
if (i < static_cast<int>(quests.size())) {
const auto* quest = quests[i];
visibleQuestIds.push_back(quest->definition.id);
const bool selected = (i == selectedQuestIndex);
const std::string prefix = selected ? "> " : " ";
menuManager.uiManager.setTextButtonText(slotName, prefix + quest->definition.title);
menuManager.uiManager.setTextButtonColor(slotName, questStatusColor(quest->status));
menuManager.uiManager.setNodeVisible(slotName, true);
}
else {
menuManager.uiManager.setTextButtonText(slotName, "");
menuManager.uiManager.setNodeVisible(slotName, false);
}
}
}
void Game::selectQuestByIndex(int index) {
if (index < 0 || index >= static_cast<int>(visibleQuestIds.size())) {
return;
}
selectedQuestIndex = index;
Quest::QuestState* quest = questJournal.findQuest(visibleQuestIds[index]);
if (!quest) {
return;
}
const auto& def = quest->definition;
menuManager.uiManager.setText("quest_middle_title_text", def.title);
menuManager.uiManager.setTextColor("quest_middle_title_text", questStatusColor(quest->status));
const std::string meta = std::string("Category: ") + Quest::toString(def.category)
+ " | Status: " + Quest::toString(quest->status)
+ " | Level: " + std::to_string(def.recommendedLevel);
menuManager.uiManager.setText("quest_meta_text", meta);
std::string objectivesText;
for (size_t i = 0; i < def.objectives.size(); ++i) {
const auto& obj = def.objectives[i];
const bool isActive = static_cast<int>(i) == quest->activeObjectiveIndex;
const std::string mark = obj.completed ? "[x] " : (isActive ? "> [ ] " : "[ ] ");
objectivesText += mark + obj.text;
if (i + 1 < def.objectives.size()) {
objectivesText += "\n";
}
}
menuManager.uiManager.setText("quest_objectives_text", objectivesText);
menuManager.uiManager.setText("quest_lore_title_text", "Описание задания");
menuManager.uiManager.setText("quest_description_text", def.description);
refreshQuestJournalUi();
}
void Game::drawScene() {
glViewport(0, 0, Environment::width, Environment::height);
@@ -446,6 +597,14 @@ namespace ZL
std::cout << "\n========== MOUSE DOWN EVENT ==========" << std::endl;
handleDown(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
// Inventory and quest journal are modal UI screens. While either one is
// open, left-clicks must never reach Location/world movement, even if
// the click is on an empty background area of the panel.
if (inventoryOpen || questJournalOpen) {
std::cout << "[CLICK] Menu open, skipping character movement" << std::endl;
continue;
}
if (menuManager.uiManager.isUiInteractionForFinger(ZL::UiManager::MOUSE_FINGER_ID)) {
std::cout << "[CLICK] UI handled, skipping character movement" << std::endl;
continue;
@@ -537,13 +696,17 @@ namespace ZL
currentLocation->dialogueSystem.startDialogue("test_cutscene_images_silent_dialogue");
break;
case SDLK_f:
currentLocation->dialogueSystem.startDialogue("test_choice_dialogue");
currentLocation->dialogueSystem.startDialogue("test_line_dialogue");
break;
case SDLK_e:
currentLocation->dialogueSystem.startDialogue("test_cutscene_pan_dialogue");
break;
case SDLK_j:
toggleQuestJournal();
break;
case SDLK_p:
break;