Improve UI scaling
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@@ -18,8 +18,11 @@ void drawGameUI(Game *game, f32 dt) {
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BZ_UI_FLEX_ALIGN_CENTER
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});
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// top bar
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f32 topBarHeight = 0.05f;
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BzUINode *topBar = uiPushDivParentPercentage(1.0f, topBarHeight);
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BzUINode *topBar = 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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});
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bzUIPushParent(UI, topBar);
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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 |
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@@ -45,7 +48,12 @@ 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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uiPushDivParentPercentage(1.0f, 0.20f);
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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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