Add units UI
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@@ -317,3 +317,78 @@ void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford
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bzUIPopParent(UI);
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}
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bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex) {
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f32 scl = uiGetScale();
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BzUINode *btn = bzUINodeMake(UI, bzUIKeyFromString(label), &(BzUINodeDesc) {
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.flags = BZ_UI_CLICKABLE | BZ_UI_ALIGN_CENTER | BZ_UI_DRAW_BORDER,
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.margin[BZ_UI_AXIS_X] = 10.0f * scl,
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.margin[BZ_UI_AXIS_Y] = 10.0f * scl,
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.margin[BZ_UI_AXIS_Y * 2] = 10.0f * scl,
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.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_CHILD_MAX},
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.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_CHILD_SUM},
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});
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BzUIInteraction inter = bzUIGetInteraction(UI, btn);
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Color bgColor = DARKBROWN;
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if (inter.hovering)
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bgColor = BROWN;
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bzUISetBackgroundStyle(UI, btn, (BzUIBackgroundStyle) {
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.roundness = 0.2f,
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.active = bgColor,
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.normal = bgColor,
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.hover = bgColor,
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});
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bzUISetBorderStyle(UI, btn, (BzUIBorderStyle) {
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.roundness = 0.2f,
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.thickness = 5.0f * scl,
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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, btn);
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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_COLUMN | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_START
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});
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BzUINode *tileSprite = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
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.flags = BZ_UI_DRAW_SPRITE,
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.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_PIXELS, rec.width * 5 * scl},
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.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_PIXELS, rec.height * 5 * scl},
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});
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bzUISetSpriteStyle(UI, tileSprite, (BzUISpriteStyle) {
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.texture = tex,
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.rec = rec,
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.tintNormal = WHITE,
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.tintHover = WHITE,
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.tintActive = WHITE,
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});
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BzUINode *labelDisplay = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
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.flags = BZ_UI_DRAW_TEXT | BZ_UI_DRAW_TEXT_SHADOW,
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.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_FIT},
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.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_FIT},
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});
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char buf[128];
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snprintf(buf, sizeof(buf), "%d", count);
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bzUISetTextStyle(UI, labelDisplay, (BzUITextStyle) {
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.font = getFont(),
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.fontSize = 25.0f * scl,
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.fontSpacing = 1.0f * scl,
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.normal = WHITE,
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.hover = WHITE,
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.active = WHITE,
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.text = buf
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});
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bzUISetTextShadowStyle(UI, labelDisplay, (BzUITextShadowStyle) {
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.offset = {1.0f * scl, 1.0f * scl},
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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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bzUIPopParent(UI);
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return inter.clicked;
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}
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