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Add constants for non alphanumeric symbols
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@ -28,6 +28,19 @@ namespace GameStringUtil
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GameString fromString(const std::string& str);
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}
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/**
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* Since the encoding of symbols is arbitrary, these constants should be used in
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* hard-coded strings containing symbols outside of the ASCII-subset supported by
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* all fonts
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*/
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namespace GameSymbols
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{
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static constexpr GameStringChar Money = '$';
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static constexpr GameStringChar Heart = '{';
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static constexpr GameStringChar Armour = '[';
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static constexpr GameStringChar Star = ']';
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}
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class GameTexts
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{
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using StringTable = std::unordered_map<GameStringKey, GameString>;
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@ -88,7 +88,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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infoTextY += ui_textHeight;
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ti.text = GameStringUtil::fromString("[") + GameStringUtil::fromString(std::to_string(world->state->playerInfo.money));
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ti.text = GameSymbols::Money + GameStringUtil::fromString(std::to_string(world->state->playerInfo.money));
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ti.baseColour = ui_shadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
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render->text.renderText(ti);
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@ -101,9 +101,9 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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{
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std::stringstream ss;
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ss << "{" << std::setw(3) << std::setfill('0')
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ss << std::setw(3) << std::setfill('0')
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<< (int)player->getCharacter()->getCurrentState().health;
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ti.text = GameStringUtil::fromString(ss.str());
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ti.text = GameSymbols::Heart + GameStringUtil::fromString(ss.str());
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}
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ti.baseColour = ui_shadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
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@ -116,9 +116,9 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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if (player->getCharacter()->getCurrentState().armour > 0)
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{
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std::stringstream ss;
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ss << "[" << std::setw(3) << std::setfill('0')
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ss << std::setw(3) << std::setfill('0')
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<< (int)player->getCharacter()->getCurrentState().armour;
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ti.text = GameStringUtil::fromString(ss.str());
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ti.text = GameSymbols::Armour + GameStringUtil::fromString(ss.str());
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ti.baseColour = ui_shadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f - ui_armourOffset, infoTextY+1.f);
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render->text.renderText(ti);
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@ -130,7 +130,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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GameString s;
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for (size_t i = 0; i < ui_maxWantedLevel; ++i) {
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s += GameStringUtil::fromString("]");
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s += GameSymbols::Star;
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}
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ti.text = s;
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ti.baseColour = ui_shadowColour;
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