Add UI for recruiting
This commit is contained in:
@@ -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);
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user