Add units UI

This commit is contained in:
2024-01-23 19:46:12 +01:00
parent efd241d950
commit 3511b260cc
5 changed files with 152 additions and 16 deletions

View File

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