Fix UI handling
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@@ -48,12 +48,7 @@ void drawGameUI(Game *game, f32 dt) {
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uiGameResCount(1, 10, popRec, tileset->tiles);
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bzUIPopParent(UI);
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BzUINode *buildMenu = 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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});
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bzUIPushParent(UI, buildMenu);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const BuildingType buildingOrder[] = {
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@@ -78,9 +73,16 @@ 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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});
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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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@@ -111,9 +113,7 @@ void drawGameUI(Game *game, f32 dt) {
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}
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bzUISetDebugMode(UI, true);
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bzUIEnd(UI);
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bzUISetDebugMode(UI, false);
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}
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void drawPauseUI(Game *game, f32 dt) {
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