Add UI for recruiting

This commit is contained in:
2024-02-07 12:12:07 +01:00
parent e41837001e
commit 28b36e86dc
3 changed files with 104 additions and 2 deletions

View File

@@ -203,7 +203,10 @@ void drawGameUI(Game *game, f32 dt) {
bool selected = false;
bool canAfford = canAffordEntity(slot->entityType, *playerRes);
canAfford &= playerRes->pop < playerRes->popCapacity;
uiGameBuild(label, rec, tex, canAfford, &selected);
f32 progress = slot->elapsed / slot->recruitTime;
if (slot->numRecruiting <= 0) progress = -1.0f;
uiGameRecruit(label, rec, tex, slot->numRecruiting, progress,
canAfford, &selected);
if (selected) {
i32 res[RES_COUNT] = {0,};
getEntityCost(slot->entityType, res);

View File

@@ -247,6 +247,104 @@ void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture)
bzUIPopParent(UI);
}
void uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecruiting,
f32 progress, bool canAfford, bool *selected) {
f32 scl = uiGetScale();
BzUINode *btn = bzUINodeMake(UI, bzUIKeyFromString(label), &(BzUINodeDesc) {
.flags = BZ_UI_CLICKABLE | BZ_UI_ALIGN_CENTER | BZ_UI_DRAW_BORDER,
.margin[BZ_UI_AXIS_X] = 10.0f * scl,
.margin[BZ_UI_AXIS_Y] = 10.0f * scl,
.margin[BZ_UI_AXIS_Y * 2] = 10.0f * scl,
.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_CHILD_MAX},
.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_CHILD_SUM},
});
if (rec.height > 16)
rec.y += 16;
rec.height = rec.width;
BzUIInteraction inter = bzUIGetInteraction(UI, btn);
Color bgColor = canAfford ? DARKBROWN : MAROON;
if (*selected || inter.hovering)
bgColor = canAfford ? BROWN : RED;
if (inter.clicked && canAfford)
*selected = true;
bzUISetBackgroundStyle(UI, btn, (BzUIBackgroundStyle) {
.roundness = 0.2f,
.active = bgColor,
.normal = bgColor,
.hover = bgColor,
});
bzUISetBorderStyle(UI, btn, (BzUIBorderStyle) {
.roundness = 0.2f,
.thickness = 5.0f * scl,
.normal = BLACK,
.hover = BLACK,
.active = BLACK,
});
bzUIPushParent(UI, btn);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_START
});
BzUINode *tileSprite = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
.flags = BZ_UI_DRAW_SPRITE,
.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_PIXELS, rec.width * 5 * scl},
.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_PIXELS, rec.height * 5 * scl},
});
bzUISetSpriteStyle(UI, tileSprite, (BzUISpriteStyle) {
.texture = tex,
.rec = rec,
.tintNormal = WHITE,
.tintHover = WHITE,
.tintActive = WHITE,
});
char text[128];
if (numRecruiting > 0) {
snprintf(text, sizeof(text), "%dx %s", numRecruiting, label);
} else {
snprintf(text, sizeof(text), "%s", label);
}
BzUINode *labelDisplay = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
.flags = BZ_UI_DRAW_TEXT | BZ_UI_DRAW_TEXT_SHADOW,
.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_FIT},
.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_FIT},
});
bzUISetTextStyle(UI, labelDisplay, (BzUITextStyle) {
.font = getFont(),
.fontSize = 25.0f * scl,
.fontSpacing = 1.0f * scl,
.normal = WHITE,
.hover = WHITE,
.active = WHITE,
.text = text
});
bzUISetTextShadowStyle(UI, labelDisplay, (BzUITextShadowStyle) {
.offset = {1.0f * scl, 1.0f * scl},
.normal = BLACK,
.hover = BLACK,
.active = BLACK
});
if (progress > 0.0f) {
BzUINode *progressBar = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
.flags = BZ_UI_DRAW_BACKGROUND | BZ_UI_ALIGN_HORIZ_START,
.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_REL_PARENT, progress * 0.8f},
.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_PIXELS, scl * 4}
});
bzUISetBackgroundStyle(UI, progressBar, (BzUIBackgroundStyle) {
.active = GREEN,
.hover = GREEN,
.normal = GREEN,
});
}
bzUIPopParent(UI);
}
void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected) {
f32 scl = uiGetScale();
BzUINode *btn = bzUINodeMake(UI, bzUIKeyFromString(label), &(BzUINodeDesc) {
@@ -322,7 +420,6 @@ void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford
.active = BLACK
});
bzUIPopParent(UI);
}
bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex) {

View File

@@ -27,6 +27,8 @@ void uiSettingsSlider(const char *txt, f32 *value);
void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture);
void uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecruiting,
f32 progress, bool canAfford, bool *selected);
void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected);
bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex);