Only require one section list, no additional scene list
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b519f53607
commit
169baf4c76
42
src/vn.rs
42
src/vn.rs
@ -26,35 +26,34 @@ fn render_scene(settings: &PlayerSettings, name: &str) -> Markup {
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}
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}
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fn navigation_controls(total_scenes: usize) -> Markup {
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fn navigation_controls(total_sections: usize) -> Markup {
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html! {
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nav .nav-controls {
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button .nav-button onclick="prev()" { "←" }
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span #section-counter { "1/" (total_scenes) }
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span #section-counter { "1/" (total_sections) }
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button .nav-button onclick="next()" { "→" }
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}
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}
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}
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fn generate_html(scenes: Vec<Markup>, sections: Vec<Markup>) -> Markup {
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let total_scenes = scenes.len();
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fn generate_html(sections: Vec<Markup>) -> Markup {
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let total_sections = sections.len();
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html! {
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div #story-container {
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div .scene-viewport {
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@for (index, (scene, section)) in (scenes.iter().zip(sections)).enumerate() {
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@for (index, section) in sections.iter().enumerate() {
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section .selection-section
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data-section-index=(index)
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style=(format!("display: {};", if index == 0 { "block" } else { "none" })) {
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(scene)
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(section)
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}
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}
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}
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(navigation_controls(total_scenes))
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(navigation_controls(total_sections))
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(global_styles())
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(interactive_script(total_scenes))
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(interactive_script(total_sections))
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}
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}
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}
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@ -248,19 +247,19 @@ fn global_styles() -> Markup {
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}
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}
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fn interactive_script(total_scenes: usize) -> Markup {
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fn interactive_script(total_sections: usize) -> Markup {
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html! {
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script {
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(maud::PreEscaped(format!(r"
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let currentScene = 0;
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const totalScenes = {total_scenes};
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const totalSections = {total_sections};
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function updateSection() {{
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document.querySelectorAll('.selection-section').forEach((el, index) => {{
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el.style.display = index === currentScene ? 'block' : 'none';
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}});
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document.getElementById('section-counter').textContent =
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`${{currentScene + 1}}/${{totalScenes}}`;
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`${{currentScene + 1}}/${{totalSections}}`;
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}}
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function prev() {{
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@ -269,7 +268,7 @@ fn interactive_script(total_scenes: usize) -> Markup {
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}}
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function next() {{
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if (currentScene < totalScenes - 1) currentScene++;
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if (currentScene < totalSections - 1) currentScene++;
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updateSection();
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}}
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@ -333,8 +332,7 @@ pub fn render_novel(
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let named_multilinear_info = named_multilinear_info.as_ref();
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let dialogs = parse_map(pk_path, &mut settings_context)?;
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let (mut scenes, mut sections) =
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process_dialog(&dialogs[choice], &mut player_settings, start_level);
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let mut sections = process_dialog(&dialogs[choice], &mut player_settings, start_level);
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if let Some(_named_multilinear_info) = named_multilinear_info {
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let choices_html = html! {
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@ -344,11 +342,10 @@ pub fn render_novel(
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}
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}
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};
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scenes.push(choices_html);
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sections.push(html!());
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sections.push(choices_html);
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}
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let html = generate_html(scenes, sections);
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let html = generate_html(sections);
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let _ = write!(stream, "{}", html.into_string());
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Ok(())
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@ -358,8 +355,7 @@ fn process_dialog(
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dialog_sequence: &dialogi::DialogSequence<Change, Parameter>,
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player_settings: &mut PlayerSettings,
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start_level: usize,
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) -> (Vec<Markup>, Vec<Markup>) {
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let mut scenes = Vec::new();
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) -> Vec<Markup> {
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let mut sections = Vec::new();
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let mut states = initialize_change_states(&dialog_sequence.changes);
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@ -372,13 +368,15 @@ fn process_dialog(
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player_settings,
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);
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scenes.push(render_scene(player_settings, &block.name));
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sections.push(render_dialog_block(block, start_level));
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sections.push(html! {
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(render_scene(player_settings, &block.name))
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(render_dialog_block(block, start_level))
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});
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}
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player_settings.reset();
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(scenes, sections)
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sections
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}
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fn initialize_change_states(
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