Add build menu
This commit is contained in:
59
game/main.c
59
game/main.c
@@ -560,8 +560,67 @@ static void renderGameMenu(Game *game, float 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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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const BuildingType buildingOrder[] = {
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BUILDING_HOUSE_01,
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BUILDING_GRANARY,
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BUILDING_WAREHOUSE,
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BUILDING_MARKET,
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BUILDING_MILL,
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BUILDING_HOUSE_02, // placeholder for farm
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BUILDING_BARRACS,
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BUILDING_ARCHERY_RANGE
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};
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const char *buildingNames[] = {
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"House",
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"Granary",
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"Warehouse",
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"Market",
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"Mill",
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"Farm",
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"Barracks",
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"Archery Range"
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};
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i32 numBuildings = sizeof(buildingOrder) / sizeof(*buildingOrder);
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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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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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});
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for (i32 i = 0; i < numBuildings; i++) {
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BuildingType buildingType = buildingOrder[i];
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Rectangle rec = bzTilesetGetTileRegion(tileset, getBuildingTile(buildingType));
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// Adjust for size
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i32 sizeX = 1, sizeY = 1;
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getBuildingSize(buildingType, &sizeX, &sizeY);
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rec.width *= sizeX;
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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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if (selected) {
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input->building = buildingOrder[i];
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input->state = INPUT_BUILDING;
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}
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}
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break;
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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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bzUISetDebugMode(UI, true);
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bzUIEnd(UI);
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bzUISetDebugMode(UI, false);
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}
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static void renderPauseMenu(Game *game, float dt) {
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i32 width = GetScreenWidth();
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