1:1 source port of the engine and game code; Windows build and system layer; docs. No game files or SDK headers.
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3871 changed files with 91080 additions and 1640063 deletions
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#pragma once
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#include <filesystem>
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#include <string>
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#include "ui/ui_runtime.h"
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namespace choco {
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// Hosts the original shop and quantity dialogs in GameSim's Lua VM. The
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// original shop invokes DisplayDialog synchronously; the adapter defers that
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// nested dialog until the current mouse callback has returned.
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class ShopUi {
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public:
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ShopUi(const Vfs& assets, const StringTable& strings):runtime_(assets,strings) {}
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~ShopUi();
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bool open(GameSim& sim, const std::filesystem::path& luaRoot,
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const std::string& shopName, std::string& error);
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void close();
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void mouseMove(float x,float y) { runtime_.menu().mouseMove(x,y); }
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void mouseDown(float x,float y) { runtime_.menu().mouseDown(x,y); }
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void mouseUp(float x,float y);
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void textInput(const std::string& utf8) { runtime_.menu().textInput(utf8); }
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void backspace() { runtime_.menu().backspace(); }
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Menu& menu() { return runtime_.menu(); }
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const Menu& menu() const { return runtime_.menu(); }
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bool active() const { return active_; }
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std::string takeResult();
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private:
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enum class View { Shop, Register };
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UiRuntime runtime_;
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GameSim* sim_ = nullptr;
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std::string shopName_;
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bool active_ = false;
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bool sold_ = false;
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View view_ = View::Shop;
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std::string result_;
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bool showShop(std::string& error);
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bool processPending(std::string& error);
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};
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}
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