Inventory updates, API updates, lots of file renaming
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@@ -31,8 +31,8 @@ namespace game
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case SELECT:
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select.tick();
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break;
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case MAIN:
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main.tick(resources);
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case PLAY:
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play.tick(resources);
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break;
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default:
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break;
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@@ -52,7 +52,7 @@ namespace game
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ImGui_ImplSDL3_ProcessEvent(&event);
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if (event.type == SDL_EVENT_QUIT)
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{
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if (type == MAIN) main.exit(resources);
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if (type == PLAY) play.exit(resources);
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isRunning = false;
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}
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if (!isRunning) return;
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@@ -68,30 +68,30 @@ namespace game
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select.update(resources);
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if (select.info.isNewGame || select.info.isContinue)
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{
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Main::Game game = select.info.isNewGame ? Main::NEW_GAME : Main::CONTINUE;
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if (game == Main::NEW_GAME) resources.character_save_set(select.characterIndex, resource::xml::Save());
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Play::Game game = select.info.isNewGame ? Play::NEW_GAME : Play::CONTINUE;
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if (game == Play::NEW_GAME) resources.character_save_set(select.characterIndex, resource::xml::Save());
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main.set(resources, select.characterIndex, game);
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type = MAIN;
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play.set(resources, select.characterIndex, game);
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type = PLAY;
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select.info.isNewGame = false;
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select.info.isContinue = false;
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}
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break;
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case MAIN:
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main.update(resources);
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if (main.menu.configuration.isGoToSelect)
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case PLAY:
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play.update(resources);
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if (play.menu.settingsMenu.isGoToSelect)
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{
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main.exit(resources);
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play.exit(resources);
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type = SELECT;
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main.menu.configuration.isGoToSelect = false;
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play.menu.settingsMenu.isGoToSelect = false;
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}
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break;
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default:
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break;
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}
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auto isHideCursor = type == MAIN;
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auto isHideCursor = type == PLAY;
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if (isHideCursor != isCursorHidden)
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{
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if (isHideCursor)
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@@ -104,6 +104,8 @@ namespace game
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void State::render()
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{
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auto& color =
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resources.settings.isUseCharacterColor && type == PLAY ? play.character.data.color : resources.settings.color;
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auto windowSize = resources.settings.windowSize;
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#ifndef __EMSCRIPTEN__
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SDL_GetWindowSize(window, &windowSize.x, &windowSize.y);
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@@ -111,7 +113,7 @@ namespace game
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canvas.bind();
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canvas.size_set(windowSize);
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canvas.clear(vec4(resources.settings.color, 1.0f));
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canvas.clear(vec4(color, 1.0f));
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canvas.unbind();
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switch (type)
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@@ -119,8 +121,8 @@ namespace game
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case SELECT:
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select.render(resources, canvas);
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break;
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case MAIN:
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main.render(resources, canvas);
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case PLAY:
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play.render(resources, canvas);
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break;
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default:
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break;
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