Add feedback UI for selecting and placing units
This commit is contained in:
@@ -31,6 +31,7 @@ typedef struct InputState {
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TileSize buildingSize;
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// SELECTED_UNITS
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ecs_entity_t *entities;
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Position *unitPositions;
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// SELECTED_OBJECT
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// SELECTED_BUILDING
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} InputState;
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113
game/main.c
113
game/main.c
@@ -72,6 +72,7 @@ bool init(void *userData) {
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input->CLICK_LIMIT = 0.2f;
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input->entities = bzArrayCreate(ecs_entity_t, 16);
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input->unitPositions = bzArrayCreate(Position, 16);
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// init pools
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@@ -177,6 +178,7 @@ void deinit(void *userData) {
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ECS = NULL;
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bzArrayDestroy(inputCopy.entities);
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bzArrayDestroy(inputCopy.unitPositions);
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bzObjectPoolDestroy(gameCopy.pools.pathData);
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bzSpatialGridDestroy(gameCopy.entityGrid);
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}
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@@ -202,116 +204,7 @@ void render(float dt, void *userData) {
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bzTileMapDraw(&game->map);
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Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
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switch (input->state) {
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case INPUT_NONE:
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if (IsMouseButtonDown(input->LMB) && input->mouseDownElapsed > input->CLICK_LIMIT) {
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Vector2 start = input->mouseDownWorld;
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Vector2 end = worldPos;
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if (start.x > end.x) {
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f32 tmp = start.x;
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start.x = end.x;
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end.x = tmp;
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}
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if (start.y > end.y) {
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f32 tmp = start.y;
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start.y = end.y;
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end.y = tmp;
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}
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Rectangle area = {start.x, start.y, end.x - start.x, end.y - start.y};
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DrawRectangleLines(area.x, area.y, area.width, area.height, RED);
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}
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break;
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case INPUT_BUILDING: {
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Color placeColor = input->buildingCanPlace ?
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(Color) {0, 255, 0, 200} :
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(Color) {255, 0, 0, 200};
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BzTile width = game->map.tileWidth;
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BzTile height = game->map.tileHeight;
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DrawRectangleLines(input->buildingPos.x * width,
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input->buildingPos.y * height,
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input->buildingSize.sizeX * width,
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input->buildingSize.sizeY * height, placeColor);
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break;
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}
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case INPUT_SELECTED_UNITS:
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break;
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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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#if 0
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Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
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int tileX = (int) worldPos.x / 16;
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int tileY = (int) worldPos.y / 16;
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i32 numUnits = 240;
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static Vector2 *units = NULL;
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if (!units) units = bzArrayCreate(Vector2, 3);
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && game->input.mouseDownElapsed > 0.1) {
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Vector2 start = game->input.mouseDownWorld;
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Vector2 end = worldPos;
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//bzArrayClear(units);
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placeUnits(numUnits, 3.5f, start, end, &game->map, &units);
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if (start.x > end.x) {
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f32 tmp = start.x;
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start.x = end.x;
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end.x = tmp;
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}
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if (start.y > end.y) {
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f32 tmp = start.y;
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start.y = end.y;
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end.y = tmp;
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}
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Vector2 size = Vector2Subtract(end, start);
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DrawRectangleLines(start.x, start.y, size.x, size.y, RED);
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BzSpatialGridIter it = bzSpatialGridIter(game->entityGrid, start.x, start.y, size.x, size.y);
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i32 count = 0;
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while (bzSpatialGridQueryNext(&it)) {
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ecs_entity_t *e = it.data;
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count++;
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}
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bzLogInfo("%d", count);
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//bzArrayClear(units);
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//placeUnits(numUnits, 3.5f, start, end, &game->map, &units);
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}
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static PathNode *heap = NULL;
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if (!heap)
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heap = bzHeapCreate(PathNode, game->map.width * game->map.height);
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if (!ecs_has(ECS, game->entity, Path) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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Path path = {};
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clock_t begin = clock();
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const Position *start = ecs_get(ECS, game->entity, Position);
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findPath(&(PathfindingDesc) {
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.start=(TilePosition) {
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(int) (start->x / game->map.tileWidth),
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(int) (start->y / game->map.tileHeight)
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},
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.target=(TilePosition) {tileX, tileY},
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.map=&game->map,
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.openSet=heap,
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.outPath=&path,
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.pool=game->pools.pathData
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});
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if (path.paths) {
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ecs_set_ptr(ECS, game->entity, Path, &path);
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}
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clock_t end = clock();
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double timeSpent = (double) (end - begin) / CLOCKS_PER_SEC;
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timeSpent *= 1000;
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bzLogInfo("A* took: %.3fms", timeSpent);
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}
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#endif
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drawPlayerInputUI(NULL);
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ecs_progress(ECS, dt);
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ecs_enable(ECS, renderDebugPathSystem, game->debugDraw.path);
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@@ -73,7 +73,7 @@ void renderDebugPath(ecs_iter_t *it);
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/**********************************
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* Entity Systems
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* Input systems
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**********************************/
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/*
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@@ -83,4 +83,15 @@ void renderDebugPath(ecs_iter_t *it);
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*/
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void updatePlayerInput(ecs_iter_t *it);
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/*
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* Task:
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* 0: Game (singleton)
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* 0: InputState (singleton)
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*/
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void drawPlayerInputUI(ecs_iter_t *it);
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/**********************************
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* UI systems
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**********************************/
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#endif //PIXELDEFENSE_SYSTEMS_H
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@@ -5,6 +5,7 @@
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#include <rlImGui.h>
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#include <raymath.h>
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bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds);
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void pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t **outEntities);
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void pickEntities(BzSpatialGrid *entityGrid, Rectangle area, ecs_entity_t **outEntities);
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@@ -116,14 +117,14 @@ void updatePlayerInput(ecs_iter_t *it) {
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// TODO: For click it should just move them
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i32 numUnits = bzArraySize(input->entities);
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f32 unitSpacing = 3.5f;
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Vector2 *unitPositions = bzArrayCreate(Position, numUnits);
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bzArrayClear(input->unitPositions);
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placeUnits(numUnits, unitSpacing, input->mouseDownWorld, worldPos,
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map, &unitPositions);
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map, &input->unitPositions);
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BZ_ASSERT(bzArraySize(unitPositions) == numUnits);
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BZ_ASSERT(bzArraySize(input->unitPositions) == numUnits);
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bzArrayFor(unitPositions, i) {
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Position target = bzArrayGet(unitPositions, i);
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bzArrayFor(input->unitPositions, i) {
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Position target = bzArrayGet(input->unitPositions, i);
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ecs_entity_t entity = bzArrayGet(input->entities, i);
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const Position *start = ecs_get(ECS, entity, Position);
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@@ -139,9 +140,6 @@ void updatePlayerInput(ecs_iter_t *it) {
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ecs_set_ptr(ECS, entity, Path, &path);
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input->state = INPUT_NONE;
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}
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bzArrayDestroy(unitPositions);
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} else if (wasInputClicked(input)) {
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bzArrayFor(input->entities, i) {
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ecs_entity_t entity = bzArrayGet(input->entities, i);
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@@ -170,8 +168,70 @@ void updatePlayerInput(ecs_iter_t *it) {
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}
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}
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static bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize,
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Rectangle *outBounds) {
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void drawPlayerInputUI(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
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switch (input->state) {
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case INPUT_NONE:
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if (IsMouseButtonDown(input->LMB) && input->mouseDownElapsed > input->CLICK_LIMIT) {
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Vector2 start = input->mouseDownWorld;
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Vector2 end = worldPos;
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if (start.x > end.x) {
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f32 tmp = start.x;
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start.x = end.x;
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end.x = tmp;
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}
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if (start.y > end.y) {
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f32 tmp = start.y;
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start.y = end.y;
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end.y = tmp;
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}
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Rectangle area = {start.x, start.y, end.x - start.x, end.y - start.y};
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DrawRectangleLines(area.x, area.y, area.width, area.height, RED);
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}
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break;
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case INPUT_BUILDING: {
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Color placeColor = input->buildingCanPlace ?
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(Color) {0, 255, 0, 200} :
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(Color) {255, 0, 0, 200};
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BzTile width = game->map.tileWidth;
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BzTile height = game->map.tileHeight;
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DrawRectangleLines(input->buildingPos.x * width,
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input->buildingPos.y * height,
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input->buildingSize.sizeX * width,
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input->buildingSize.sizeY * height, placeColor);
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break;
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}
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case INPUT_SELECTED_UNITS: {
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bzArrayFor(input->entities, i) {
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ecs_entity_t entity = bzArrayGet(input->entities, i);
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Position pos = {0};
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if (!getEntityBounds(entity, &pos, NULL, NULL))
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continue;
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DrawCircleLines(pos.x, pos.y, 4.5f, GREEN);
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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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bzArrayFor(input->unitPositions, i) {
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Position pos = bzArrayGet(input->unitPositions, i);
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DrawCircle(pos.x, pos.y, 2.0f, ORANGE);
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}
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}
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bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds) {
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if (!ecs_is_alive(ECS, entity))
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return false;
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const Position *pos = ecs_get(ECS, entity, Position);
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