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

@@ -191,6 +191,7 @@ typedef struct Unit {
f32 maxSpeed;
f32 acceleration;
f32 deceleration;
EntityType unitType;
} Unit;
extern ECS_COMPONENT_DECLARE(Unit);
typedef struct Building {

View File

@@ -45,7 +45,8 @@ ecs_entity_t entityCreateWorker(const Position position, Game *game) {
ecs_set(ECS, e, Unit, {
.acceleration = 80.0f,
.maxSpeed = 15.0f,
.deceleration = 0.1f
.deceleration = 0.1f,
.unitType = ENTITY_WORKER
});
ecs_set(ECS, e, Worker, {
.collectSpeed = 0.8f,

View File

@@ -74,20 +74,33 @@ void drawGameUI(Game *game, f32 dt) {
};
i32 numBuildings = sizeof(buildingOrder) / sizeof(*buildingOrder);
BzUINode *menu = NULL;
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(),
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: {
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);
}

View File

@@ -317,3 +317,78 @@ void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford
bzUIPopParent(UI);
}
bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex) {
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},
});
BzUIInteraction inter = bzUIGetInteraction(UI, btn);
Color bgColor = DARKBROWN;
if (inter.hovering)
bgColor = BROWN;
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,
});
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},
});
char buf[128];
snprintf(buf, sizeof(buf), "%d", count);
bzUISetTextStyle(UI, labelDisplay, (BzUITextStyle) {
.font = getFont(),
.fontSize = 25.0f * scl,
.fontSpacing = 1.0f * scl,
.normal = WHITE,
.hover = WHITE,
.active = WHITE,
.text = buf
});
bzUISetTextShadowStyle(UI, labelDisplay, (BzUITextShadowStyle) {
.offset = {1.0f * scl, 1.0f * scl},
.normal = BLACK,
.hover = BLACK,
.active = BLACK
});
bzUIPopParent(UI);
return inter.clicked;
}

View File

@@ -28,5 +28,6 @@ void uiSettingsSlider(const char *txt, f32 *value);
void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture);
void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected);
bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex);
#endif //PIXELDEFENSE_UI_WIDGETS_H