Keep markup type for scenes

This commit is contained in:
p11 2025-04-20 23:10:06 +02:00
parent 1866b746cb
commit 212a43ee6e

View File

@ -36,7 +36,7 @@ fn navigation_controls(total_sections: usize) -> Markup {
} }
} }
fn generate_html(scenes: Vec<String>, sections: Vec<Markup>) -> Markup { fn generate_html(scenes: Vec<Markup>, sections: Vec<Markup>) -> Markup {
let total_sections = sections.len(); let total_sections = sections.len();
html! { html! {
@ -48,7 +48,7 @@ fn generate_html(scenes: Vec<String>, sections: Vec<Markup>) -> Markup {
data-section-index=(index) data-section-index=(index)
style=(format!("display: {};", if index == 0 { "block" } else { "none" })) { style=(format!("display: {};", if index == 0 { "block" } else { "none" })) {
div class="scene-content" { div class="scene-content" {
(maud::PreEscaped(scene)) (scene)
} }
} }
} }
@ -331,7 +331,7 @@ fn process_dialog(
dialog_sequence: &dialogi::DialogSequence<Change, Parameter>, dialog_sequence: &dialogi::DialogSequence<Change, Parameter>,
player_settings: &mut PlayerSettings, player_settings: &mut PlayerSettings,
start_level: usize, start_level: usize,
) -> (Vec<String>, Vec<Markup>) { ) -> (Vec<Markup>, Vec<Markup>) {
let mut scenes = Vec::new(); let mut scenes = Vec::new();
let mut sections = Vec::new(); let mut sections = Vec::new();
@ -345,7 +345,7 @@ fn process_dialog(
player_settings, player_settings,
); );
scenes.push(render_scene(player_settings, &block.name).into_string()); scenes.push(render_scene(player_settings, &block.name));
sections.push(render_dialog_block(block, start_level)); sections.push(render_dialog_block(block, start_level));
} }