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