function GameWindow.draw() local screen = Context.screens[Context.current_screen] Map.draw(screen.background) UI.draw_top_bar(screen.name) if screen and screen.decisions and #screen.decisions > 0 then local available_decisions = {} for _, decision_id in ipairs(screen.decisions) do local decision = Decision.get(decision_id) if decision and decision.condition() then table.insert(available_decisions, decision) end end if #available_decisions > 0 then UI.draw_decision_selector(available_decisions, Context.selected_decision_index) end end end function GameWindow.update() if Input.menu_back() then Context.active_window = WINDOW_MENU MenuWindow.refresh_menu_items() return end if Input.up() then Context.current_screen = Context.current_screen - 1 if Context.current_screen < 1 then Context.current_screen = #Context.screens end Context.selected_decision_index = 1 elseif Input.down() then Context.current_screen = Context.current_screen + 1 if Context.current_screen > #Context.screens then Context.current_screen = 1 end Context.selected_decision_index = 1 end local screen = Context.screens[Context.current_screen] if screen and screen.decisions and #screen.decisions > 0 then local available_decisions = {} for _, decision_id in ipairs(screen.decisions) do local decision = Decision.get(decision_id) if decision and decision.condition() then table.insert(available_decisions, decision) end end if #available_decisions == 0 then return end local new_selected_decision_index = UI.update_decision_selector( available_decisions, Context.selected_decision_index ) if new_selected_decision_index ~= Context.selected_decision_index then Context.selected_decision_index = new_selected_decision_index end if Input.select() then local selected_decision = available_decisions[Context.selected_decision_index] if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle() end end end end function GameWindow.set_state(new_state) Context.active_window = new_state end