Add units UI
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@@ -191,6 +191,7 @@ typedef struct Unit {
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f32 maxSpeed;
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f32 acceleration;
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f32 deceleration;
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EntityType unitType;
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} Unit;
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extern ECS_COMPONENT_DECLARE(Unit);
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typedef struct Building {
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@@ -45,7 +45,8 @@ ecs_entity_t entityCreateWorker(const Position position, Game *game) {
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ecs_set(ECS, e, Unit, {
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.acceleration = 80.0f,
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.maxSpeed = 15.0f,
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.deceleration = 0.1f
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.deceleration = 0.1f,
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.unitType = ENTITY_WORKER
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});
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ecs_set(ECS, e, Worker, {
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.collectSpeed = 0.8f,
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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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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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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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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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@@ -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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@@ -28,5 +28,6 @@ void uiSettingsSlider(const char *txt, f32 *value);
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void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture);
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void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected);
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bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex);
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#endif //PIXELDEFENSE_UI_WIDGETS_H
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