Consume pop capacity + evade AI boiler plate
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@@ -29,7 +29,7 @@ BzUINode *uiPushDivParentPercentage(f32 xPercent, f32 yPercent) {
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});
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}
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void uiBaseLabel(const char *txt, Font font, f32 scl) {
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void uiBaseLabel(const char *txt, Font font, f32 scl, Color color) {
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BzUINode *node = bzUINodeMake(UI, bzUIKeyFromString(txt), &(BzUINodeDesc) {
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.flags = BZ_UI_DRAW_TEXT | BZ_UI_DRAW_TEXT_SHADOW | BZ_UI_ALIGN_CENTER,
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.semanticSize[BZ_UI_AXIS_X] = {
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@@ -45,9 +45,9 @@ void uiBaseLabel(const char *txt, Font font, f32 scl) {
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.font = font,
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.fontSpacing = 2 * uiGetScale() * scl,
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.fontSize = 62 * uiGetScale() * scl,
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.normal = WHITE,
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.hover = WHITE,
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.active = WHITE,
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.normal = color,
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.hover = color,
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.active = color,
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});
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bzUISetTextShadowStyle(UI, node, (BzUITextShadowStyle) {
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.offset[BZ_UI_AXIS_X] = 2 * uiGetScale() * scl,
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@@ -158,7 +158,7 @@ void uiBaseSlider(const char *txt, Font font, f32 scl, f32 *value, f32 min, f32
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BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_SPACE_BETWEEN
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});
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uiBaseLabel(txt, font, 0.6 * scl);
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uiBaseLabel(txt, font, 0.6 * scl, WHITE);
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bzUIPushDiv(UI, (BzUISize) {BZ_UI_SIZE_CHILD_SUM}, (BzUISize) { BZ_UI_SIZE_CHILD_MAX});
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bzUISetParentLayout(UI, (BzUILayout) {
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@@ -173,7 +173,7 @@ void uiBaseSlider(const char *txt, Font font, f32 scl, f32 *value, f32 min, f32
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*value = BZ_MAX(*value, min);
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snprintf(buf, sizeof(buf), "%2.0f##%s", *value, txt);
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uiBaseLabel(buf, font, 0.6 * scl);
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uiBaseLabel(buf, font, 0.6 * scl, WHITE);
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snprintf(buf, sizeof(buf), "+##%s", txt);
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if (uiBaseTextButton(buf, font, 0.6 * scl))
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@@ -185,7 +185,7 @@ void uiBaseSlider(const char *txt, Font font, f32 scl, f32 *value, f32 min, f32
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}
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void uiMainMenuLabel(const char *txt) {
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uiBaseLabel(txt, getFont(), 1.8f);
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uiBaseLabel(txt, getFont(), 1.8f, WHITE);
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}
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bool uiMainMenuButton(const char *txt) {
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@@ -193,7 +193,7 @@ bool uiMainMenuButton(const char *txt) {
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}
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void uiSettingsLabel(const char *txt) {
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uiBaseLabel(txt, getFont(), 0.8f);
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uiBaseLabel(txt, getFont(), 0.8f, WHITE);
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}
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bool uiSettingsButton(const char *txt) {
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return uiBaseTextButton(txt, getFont(), 0.7f);
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@@ -219,7 +219,10 @@ void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture)
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else
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snprintf(buf, sizeof(buf), "%d/%d##%d", amount, capacity, id);
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const f32 scl = 0.4f;
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uiBaseLabel(buf, getFont(), scl);
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Color color = WHITE;
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if (capacity != -1 && amount >= capacity)
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color = RED;
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uiBaseLabel(buf, getFont(), scl, color);
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BzUINode *iconNode = bzUINodeMake(UI, id, &(BzUINodeDesc) {
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.flags = BZ_UI_DRAW_SPRITE | BZ_UI_ALIGN_CENTER,
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