Add basic tooltip

This commit is contained in:
2024-02-13 11:58:56 +01:00
parent fc219b6a33
commit 4c8c59fd10
4 changed files with 81 additions and 9 deletions

View File

@@ -1,6 +1,7 @@
#include "ui_widgets.h"
#include "game_state.h"
#include "components.h"
#include <stdio.h>
@@ -248,7 +249,7 @@ void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture)
}
void uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecruiting,
f32 progress, bool canAfford, bool *selected) {
f32 progress, bool canAfford, bool *selected, bool *hovered) {
f32 scl = uiGetScale();
BzUINode *btn = bzUINodeMake(UI, bzUIKeyFromString(label), &(BzUINodeDesc) {
.flags = BZ_UI_CLICKABLE | BZ_UI_ALIGN_CENTER | BZ_UI_DRAW_BORDER,
@@ -269,6 +270,8 @@ void uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecru
bgColor = canAfford ? BROWN : RED;
if (inter.clicked && canAfford)
*selected = true;
if (hovered)
*hovered = inter.hovering;
bzUISetBackgroundStyle(UI, btn, (BzUIBackgroundStyle) {
.roundness = 0.2f,
@@ -345,7 +348,7 @@ void uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecru
bzUIPopParent(UI);
}
void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected) {
void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected, bool *hovered) {
f32 scl = uiGetScale();
BzUINode *btn = bzUINodeMake(UI, bzUIKeyFromString(label), &(BzUINodeDesc) {
.flags = BZ_UI_CLICKABLE | BZ_UI_ALIGN_CENTER | BZ_UI_DRAW_BORDER,
@@ -366,6 +369,8 @@ void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford
bgColor = canAfford ? BROWN : RED;
if (inter.clicked && canAfford)
*selected = true;
if (hovered)
*hovered = inter.hovering;
bzUISetBackgroundStyle(UI, btn, (BzUIBackgroundStyle) {
.roundness = 0.2f,
@@ -424,7 +429,7 @@ void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford
}
bool uiGameTrade(const char *label, Rectangle rec, Texture2D tex, bool canAfford) {
bool selected = false;
uiGameBuild(label, rec, tex, canAfford, &selected);
uiGameBuild(label, rec, tex, canAfford, &selected, NULL);
return selected;
}
bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex) {
@@ -505,3 +510,43 @@ bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex) {
bzUIPopParent(UI);
return inter.clicked;
}
void uiGameTooltipCost(Vector2 pos, i32 costs[RES_COUNT], Texture2D tex) {
char text[RES_COUNT][32];
for (i32 i = 0; i < RES_COUNT; i++) {
snprintf(text[i], sizeof(text[i]), "%d", BZ_ABS(costs[i]));
}
Vector2 offset = pos;
const f32 fontSize = 32 * uiGetScale();
const f32 margin = 10 * uiGetScale();
offset.x += margin * 0.5f;
offset.y -= margin;
for (i32 i = 0; i < RES_COUNT; i++) {
EntityType entity = ENTITY_NONE;
switch (i) {
case RES_FOOD:
entity = ENTITY_APPLE;
break;
case RES_WOOD:
entity = ENTITY_WOOD;
break;
case RES_GOLD:
entity = ENTITY_GOLD;
break;
}
if (entity == ENTITY_NONE) continue;
if (costs[i] == 0) continue;
Vector2 size = MeasureTextEx(getFont(), text[i], fontSize, 1.0f);
Rectangle rec = getTextureRect(getEntityTile(entity));
DrawText(text[i], offset.x, offset.y, fontSize, WHITE);
const f32 texSize = size.y;
offset.x += size.x + margin * 0.8f;
DrawTexturePro(tex, rec, (Rectangle) {
offset.x, offset.y,
texSize, texSize
}, (Vector2) { 0, 0 }, 0.0f, WHITE);
offset.x += texSize + margin;
}
}