Add basic tooltip
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@@ -34,6 +34,11 @@ typedef struct InputMapping {
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MouseButton moveDown;
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} InputMapping;
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typedef struct ToolTipCost {
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bool active;
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i32 costs[RES_COUNT];
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} ToolTipCost;
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typedef struct InputState {
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InputType state;
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InputMapping mapping;
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@@ -66,6 +71,7 @@ typedef struct InputState {
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// SELECTED_BUILDING
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// Other
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ToolTipCost toolTipCost;
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struct {
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/* Selected units
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* 1: Position
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@@ -152,7 +152,14 @@ void drawGameUI(Game *game, f32 dt) {
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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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uiGameBuild(buildingNames[i], rec, tex, canAfford, &selected);
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bool hovered = false;
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uiGameBuild(buildingNames[i], rec, tex, canAfford, &selected, &hovered);
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if (hovered) {
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input->toolTipCost.active = true;
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i32 costs[RES_COUNT] = {0};
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getBuildingCost(buildingType, costs);
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bzMemCpy(input->toolTipCost.costs, costs, sizeof(costs));
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}
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if (!canAfford)
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selected = false;
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if (selected) {
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@@ -243,11 +250,16 @@ void drawGameUI(Game *game, f32 dt) {
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canAfford &= playerRes->pop < playerRes->popCapacity;
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f32 progress = slot->elapsed / slot->recruitTime;
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if (slot->numRecruiting <= 0) progress = -1.0f;
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bool hovered = false;
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uiGameRecruit(label, rec, tex, slot->numRecruiting, progress,
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canAfford, &selected);
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canAfford, &selected, &hovered);
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i32 res[RES_COUNT] = {0,};
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getEntityCost(slot->entityType, res);
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if (hovered) {
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input->toolTipCost.active = true;
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bzMemCpy(input->toolTipCost.costs, res, sizeof(res));
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}
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if (selected) {
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i32 res[RES_COUNT] = {0,};
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getEntityCost(slot->entityType, res);
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playerRes->pop++;
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playerRes->food -= res[RES_FOOD];
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playerRes->wood -= res[RES_WOOD];
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@@ -287,6 +299,12 @@ void drawGameUI(Game *game, f32 dt) {
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}
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bzUIEnd(UI);
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if (input->toolTipCost.active) {
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uiGameTooltipCost(input->mouse, input->toolTipCost.costs, tex);
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input->toolTipCost.active = false;
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}
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}
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void drawGameOverUI(Game *game, f32 dt) {
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@@ -1,6 +1,7 @@
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#include "ui_widgets.h"
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#include "game_state.h"
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#include "components.h"
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#include <stdio.h>
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@@ -248,7 +249,7 @@ void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture)
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}
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void uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecruiting,
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f32 progress, bool canAfford, bool *selected) {
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f32 progress, bool canAfford, bool *selected, bool *hovered) {
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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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@@ -269,6 +270,8 @@ void uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecru
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bgColor = canAfford ? BROWN : RED;
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if (inter.clicked && canAfford)
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*selected = true;
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if (hovered)
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*hovered = inter.hovering;
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bzUISetBackgroundStyle(UI, btn, (BzUIBackgroundStyle) {
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.roundness = 0.2f,
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@@ -345,7 +348,7 @@ void uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecru
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bzUIPopParent(UI);
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}
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void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected) {
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void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected, bool *hovered) {
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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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@@ -366,6 +369,8 @@ void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford
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bgColor = canAfford ? BROWN : RED;
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if (inter.clicked && canAfford)
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*selected = true;
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if (hovered)
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*hovered = inter.hovering;
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bzUISetBackgroundStyle(UI, btn, (BzUIBackgroundStyle) {
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.roundness = 0.2f,
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@@ -424,7 +429,7 @@ void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford
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}
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bool uiGameTrade(const char *label, Rectangle rec, Texture2D tex, bool canAfford) {
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bool selected = false;
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uiGameBuild(label, rec, tex, canAfford, &selected);
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uiGameBuild(label, rec, tex, canAfford, &selected, NULL);
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return selected;
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}
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bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex) {
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@@ -505,3 +510,43 @@ bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex) {
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bzUIPopParent(UI);
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return inter.clicked;
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}
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void uiGameTooltipCost(Vector2 pos, i32 costs[RES_COUNT], Texture2D tex) {
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char text[RES_COUNT][32];
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for (i32 i = 0; i < RES_COUNT; i++) {
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snprintf(text[i], sizeof(text[i]), "%d", BZ_ABS(costs[i]));
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}
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Vector2 offset = pos;
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const f32 fontSize = 32 * uiGetScale();
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const f32 margin = 10 * uiGetScale();
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offset.x += margin * 0.5f;
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offset.y -= margin;
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for (i32 i = 0; i < RES_COUNT; i++) {
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EntityType entity = ENTITY_NONE;
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switch (i) {
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case RES_FOOD:
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entity = ENTITY_APPLE;
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break;
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case RES_WOOD:
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entity = ENTITY_WOOD;
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break;
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case RES_GOLD:
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entity = ENTITY_GOLD;
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break;
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}
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if (entity == ENTITY_NONE) continue;
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if (costs[i] == 0) continue;
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Vector2 size = MeasureTextEx(getFont(), text[i], fontSize, 1.0f);
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Rectangle rec = getTextureRect(getEntityTile(entity));
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DrawText(text[i], offset.x, offset.y, fontSize, WHITE);
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const f32 texSize = size.y;
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offset.x += size.x + margin * 0.8f;
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DrawTexturePro(tex, rec, (Rectangle) {
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offset.x, offset.y,
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texSize, texSize
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}, (Vector2) { 0, 0 }, 0.0f, WHITE);
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offset.x += texSize + margin;
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}
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}
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@@ -3,6 +3,7 @@
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#include <breeze.h>
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#include <raygui.h>
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#include "components.h"d
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extern BzUI *UI; // defined in main.c
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@@ -28,9 +29,11 @@ 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 uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecruiting,
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f32 progress, bool canAfford, bool *selected);
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void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected);
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f32 progress, bool canAfford, bool *selected, bool *hovered);
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void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected, bool *hovered);
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bool uiGameTrade(const char *label, Rectangle rec, Texture2D tex, bool canAfford);
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bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex);
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void uiGameTooltipCost(Vector2 pos, i32 costs[RES_COUNT], Texture2D tex);
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#endif //PIXELDEFENSE_UI_WIDGETS_H
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