Add units UI
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@@ -74,20 +74,33 @@ void drawGameUI(Game *game, f32 dt) {
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};
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i32 numBuildings = sizeof(buildingOrder) / sizeof(*buildingOrder);
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BzUINode *menu = NULL;
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BzUINode *menu = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
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.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_REL_PARENT, 0.98f},
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.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_PIXELS, 140.0f * uiGetScale()},
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.margin[BZ_UI_AXIS_Y + 2] = 10.0f * uiGetScale(),
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});
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bzUISetBackgroundStyle(UI, menu, (BzUIBackgroundStyle) {
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.normal = DARKBROWN,
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.hover = DARKBROWN,
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.active = DARKBROWN,
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.roundness = 0.2f * uiGetScale()
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});
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bzUISetBorderStyle(UI, menu, (BzUIBorderStyle) {
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.roundness = 0.2f * uiGetScale(),
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.thickness = 6.0f * uiGetScale(),
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.normal = BLACK,
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.hover = BLACK,
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.active = BLACK,
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});
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bzUIPushParent(UI, menu);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_START
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});
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Texture2D tex = tileset->tiles;
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switch (input->state) {
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case INPUT_NONE:
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case INPUT_BUILDING:
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menu = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
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.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_AS_PARENT},
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.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_CHILD_MAX},
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.margin[BZ_UI_AXIS_Y * 2] = 5.0f * uiGetScale(),
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});
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bzUIPushParent(UI, menu);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_START
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});
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case INPUT_BUILDING: {
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for (i32 i = 0; i < numBuildings; i++) {
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BuildingType buildingType = buildingOrder[i];
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Rectangle rec = bzTilesetGetTileRegion(tileset, getBuildingTile(buildingType));
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@@ -96,7 +109,6 @@ void drawGameUI(Game *game, f32 dt) {
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getBuildingSize(buildingType, &sizeX, &sizeY);
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rec.width *= sizeX;
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rec.height *= sizeY;
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Texture2D tex = tileset->tiles;
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bool selected = input->building == buildingOrder[i];
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PlayerResources *res = &game->playerResources[game->player];
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bool canAfford = canAffordBuilding(buildingType, *res);
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@@ -109,15 +121,61 @@ void drawGameUI(Game *game, f32 dt) {
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}
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}
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break;
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case INPUT_SELECTED_UNITS:
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}
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case INPUT_SELECTED_UNITS: {
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typedef struct UnitPair {
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i32 count;
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Rectangle rec;
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} UnitPair;
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UnitPair unitTypes[ENTITY_COUNT] = {0, };
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ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
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while (ecs_query_next(&it)) {
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for (i32 i = 0; i < it.count; i++) {
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ecs_entity_t entity = it.entities[i];
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if (!ecs_has(ECS, entity, Unit))
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continue;
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Unit unit = *ecs_get(ECS, entity, Unit);
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if (unitTypes[unit.unitType].count == 0) {
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unitTypes[unit.unitType].rec = ecs_get(ECS, entity, TextureRegion)->rec;
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}
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unitTypes[unit.unitType].count++;
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}
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}
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i32 filterUnit = -1;
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for (i32 i = 0; i < ENTITY_COUNT; i++) {
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i32 count = unitTypes[i].count;
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if (count == 0) continue;
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const char *label = getEntityStr(i);
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if (uiGameUnit(label, count, unitTypes[i].rec, tex)) {
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filterUnit = i;
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}
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}
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if (filterUnit != -1) {
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ecs_defer_begin(ECS);
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it = ecs_query_iter(ECS, input->queries.selected);
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while (ecs_query_next(&it)) {
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for (i32 i = 0; i < it.count; i++) {
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ecs_entity_t entity = it.entities[i];
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if (ecs_has(ECS, entity, Unit)) {
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Unit unit = *ecs_get(ECS, entity, Unit);
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if (unit.unitType == filterUnit)
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continue;
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}
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ecs_remove(ECS, entity, Selected);
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}
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}
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ecs_defer_end(ECS);
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}
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break;
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}
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case INPUT_SELECTED_OBJECT:
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break;
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case INPUT_SELECTED_BUILDING:
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break;
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}
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bzUIEnd(UI);
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}
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