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Add item text reading (books/notes): SMSG_ITEM_TEXT_QUERY_RESPONSE + renderItemTextWindow
- Parse SMSG_ITEM_TEXT_QUERY_RESPONSE (guid + isEmpty + string text), store in itemText_ and open book window when non-empty - queryItemText(guid) sends CMSG_ITEM_TEXT_QUERY for readable items - renderItemTextWindow(): scrollable book window with parchment-toned text, "Close" button; opens via isItemTextOpen() flag
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@ -401,6 +401,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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renderTradeRequestPopup(gameHandler);
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renderSummonRequestPopup(gameHandler);
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renderSharedQuestPopup(gameHandler);
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renderItemTextWindow(gameHandler);
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renderGuildInvitePopup(gameHandler);
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renderGuildRoster(gameHandler);
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renderBuffBar(gameHandler);
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@ -4405,6 +4406,42 @@ void GameScreen::renderDuelRequestPopup(game::GameHandler& gameHandler) {
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ImGui::End();
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}
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void GameScreen::renderItemTextWindow(game::GameHandler& gameHandler) {
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if (!gameHandler.isItemTextOpen()) return;
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auto* window = core::Application::getInstance().getWindow();
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float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
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float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
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ImGui::SetNextWindowPos(ImVec2(screenW * 0.5f - 200, screenH * 0.15f),
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ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver);
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bool open = true;
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if (!ImGui::Begin("Book", &open, ImGuiWindowFlags_NoCollapse)) {
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ImGui::End();
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if (!open) gameHandler.closeItemText();
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return;
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}
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if (!open) {
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ImGui::End();
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gameHandler.closeItemText();
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return;
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}
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// Parchment-toned background text
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.2f, 0.1f, 0.0f, 1.0f));
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ImGui::TextWrapped("%s", gameHandler.getItemText().c_str());
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ImGui::PopStyleColor();
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ImGui::Spacing();
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if (ImGui::Button("Close", ImVec2(80, 0))) {
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gameHandler.closeItemText();
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}
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ImGui::End();
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}
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void GameScreen::renderSharedQuestPopup(game::GameHandler& gameHandler) {
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if (!gameHandler.hasPendingSharedQuest()) return;
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