Proper build UI
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@@ -4,6 +4,7 @@
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#include "../input.h"
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#include "../map_init.h"
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#include "../ui_widgets.h"
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#include "../buildings.h"
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void drawGameUI(Game *game, f32 dt) {
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// UI
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@@ -37,15 +38,15 @@ void drawGameUI(Game *game, f32 dt) {
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});
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BzTileset *tileset = &game->tileset;
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Rectangle woodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_WOOD));
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Rectangle stoneRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_STONE));
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Rectangle foodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_APPLE));
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Rectangle goldRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_GOLD));
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Rectangle popRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_POP));
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uiGameResCount(100, -1, woodRec, tileset->tiles);
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uiGameResCount(100, -1, stoneRec, tileset->tiles);
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uiGameResCount(100, -1, foodRec, tileset->tiles);
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uiGameResCount(250, -1, goldRec, tileset->tiles);
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uiGameResCount(1, 10, popRec, tileset->tiles);
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PlayerResources resources = game->playerResources[game->player];
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uiGameResCount(resources.wood, -1, woodRec, tileset->tiles);
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uiGameResCount(resources.food, -1, foodRec, tileset->tiles);
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uiGameResCount(resources.gold, -1, goldRec, tileset->tiles);
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uiGameResCount(resources.pop, resources.popCapacity, popRec, tileset->tiles);
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bzUIPopParent(UI);
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@@ -97,7 +98,11 @@ void drawGameUI(Game *game, f32 dt) {
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rec.height *= sizeY;
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Texture2D tex = tileset->tiles;
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bool selected = input->building == buildingOrder[i];
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uiGameBuild(buildingNames[i], rec, tex, &selected);
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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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if (!canAfford)
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selected = false;
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if (selected) {
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input->building = buildingOrder[i];
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input->state = INPUT_BUILDING;
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