diff --git a/game/systems/s_ui.c b/game/systems/s_ui.c index 1f63026..c7a7c0d 100644 --- a/game/systems/s_ui.c +++ b/game/systems/s_ui.c @@ -30,7 +30,7 @@ void drawGameUI(Game *game, f32 dt) { .type = BZ_UI_LAYOUT_FLEX_BOX, .flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_ALIGN_CENTER | - BZ_UI_FLEX_JUSTIFY_START + BZ_UI_FLEX_JUSTIFY_SPACE_BETWEEN }); Color topBarBG = {0, 0, 0, 50}; bzUISetBackgroundStyle(UI, topBar, (BzUIBackgroundStyle) { @@ -38,6 +38,18 @@ void drawGameUI(Game *game, f32 dt) { .hover = topBarBG, .active = topBarBG, }); + + BzUINode *topBarLeft = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) { + .semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_CHILD_SUM}, + .semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_CHILD_MAX}, + }); + bzUIPushParent(UI, topBarLeft); + bzUISetParentLayout(UI, (BzUILayout) { + .type = BZ_UI_LAYOUT_FLEX_BOX, + .flags = BZ_UI_FLEX_DIR_ROW | + BZ_UI_FLEX_ALIGN_CENTER | + BZ_UI_FLEX_JUSTIFY_START + }); BzTileset *tileset = &game->tileset; Rectangle woodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_WOOD)); Rectangle foodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_APPLE)); @@ -49,7 +61,24 @@ void drawGameUI(Game *game, f32 dt) { uiGameResCount(resources.food, -1, foodRec, tileset->tiles); uiGameResCount(resources.gold, -1, goldRec, tileset->tiles); uiGameResCount(resources.pop, resources.popCapacity, popRec, tileset->tiles); - bzUIPopParent(UI); + bzUIPopParent(UI); // topBarLeft + + BzUINode *topBarRight = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) { + .semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_CHILD_SUM}, + .semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_CHILD_MAX}, + }); + bzUIPushParent(UI, topBarRight); + bzUISetParentLayout(UI, (BzUILayout) { + .type = BZ_UI_LAYOUT_FLEX_BOX, + .flags = BZ_UI_FLEX_DIR_ROW | + BZ_UI_FLEX_ALIGN_CENTER | + BZ_UI_FLEX_JUSTIFY_START + }); + uiBaseLabel("Wave: 11 ", game->font, 0.5f, WHITE); + bzUIPopParent(UI); // topBarRight + + bzUIPopParent(UI); // topBar + InputState *input = ecs_singleton_get_mut(ECS, InputState);