fix texture rotation, add tutorial popup
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assets/textures/w straight.png
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@@ -107,8 +107,9 @@ namespace Game
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if (rendering.SetupData.UseImgui)
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{
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auto& IO = ImGui::GetIO();
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IO.ConfigFlags =
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FlagBool(IO.ConfigFlags, ImGuiConfigFlags_NoMouse | ImGuiConfigFlags_NoKeyboard, IsGaming);
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IO.ConfigFlags = FlagBool(IO.ConfigFlags,
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ImGuiConfigFlags_NoMouse | ImGuiConfigFlags_NoKeyboard,
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GetInstance().Player.InteractionM == InteractionMode::Walk);
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}
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rendering.UIVisible = IsGaming ? UIVisibilityState::Game : UIVisibilityState::Debug;
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}
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@@ -666,6 +666,43 @@ namespace Tools
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auto& level = Game::GetInstance().GameLevel;
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auto& player = Game::GetInstance().Player;
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if (ImGui::Begin("Hilfe"))
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{
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if (ImGui::Button("Spiel Neustarten"))
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{
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}
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ImGui::SameLine();
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if (ImGui::Button("Zurück zum Anfang"))
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{
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player.PlayerCamTransform.Position = {0.0f, 3.0f, 0.0f};
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}
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ImGui::Separator();
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ImGui::Text("Anleitung:");
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ImGui::Text("Bewege dich mit");
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ImGui::SameLine();
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ImGui::TextColored({1.0f, 0.8f, 0.8f, 1.0f}, "W, A, S, D");
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ImGui::SameLine();
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ImGui::Text("und schau dich um mit der");
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ImGui::SameLine();
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ImGui::TextColored({1.0f, 0.8f, 0.8f, 1.0f}, "Maus.");
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ImGui::Text("Drücke");
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ImGui::SameLine();
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ImGui::TextColored({1.0f, 0.8f, 0.8f, 1.0f}, "Leertaste");
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ImGui::SameLine();
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ImGui::Text("um den Spielplan zu öffnen.");
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ImGui::Text("");
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auto& inflowTexture = rendering.Textures[10];
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auto& outflowTexture = rendering.Textures[9];
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auto& connectionTexture = rendering.Textures[8];
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ImGui::Text("Pumpe (Wasserquelle):");
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ImGui::Image(inflowTexture.RenderHandle.idx, {64.0f, 64.0f});
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ImGui::Text("Abfluss (Ziel):");
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ImGui::Image(outflowTexture.RenderHandle.idx, {64.0f, 64.0f});
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ImGui::Text("Verbindung:");
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ImGui::Image(connectionTexture.RenderHandle.idx, {64.0f, 64.0f});
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}
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ImGui::End();
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if (rendering.UIVisible == Game::UIVisibilityState::Debug)
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{
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if (ImGui::IsMouseClicked(ImGuiMouseButton_Right))
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src/game/data/puzzles/0.pzl
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src/game/data/puzzles/0.pzl
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@@ -116,7 +116,7 @@ namespace Game
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uint32_t ResetFlags = BGFX_RESET_VSYNC;
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uint16_t MainViewID = 10;
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float LastShaderLoadTime = 0.0f;
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int32_t DitherRecursion = 3;
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int32_t DitherRecursion = 1;
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public:
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void Setup(const RenderingSetup& setup);
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src/models/w straight.glb
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src/models/w straight.glb
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src/textures/w corner long.ktx
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src/textures/w corner long.ktx
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src/textures/w straight.ktx
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src/textures/w straight.ktx
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