Add build menu

This commit is contained in:
2024-01-15 11:18:39 +01:00
parent 568b647d91
commit dda24cd530
3 changed files with 135 additions and 0 deletions

View File

@@ -560,8 +560,67 @@ static void renderGameMenu(Game *game, float dt) {
uiGameResCount(1, 10, popRec, tileset->tiles);
bzUIPopParent(UI);
uiPushDivParentPercentage(1.0f, 0.20f);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
const BuildingType buildingOrder[] = {
BUILDING_HOUSE_01,
BUILDING_GRANARY,
BUILDING_WAREHOUSE,
BUILDING_MARKET,
BUILDING_MILL,
BUILDING_HOUSE_02, // placeholder for farm
BUILDING_BARRACS,
BUILDING_ARCHERY_RANGE
};
const char *buildingNames[] = {
"House",
"Granary",
"Warehouse",
"Market",
"Mill",
"Farm",
"Barracks",
"Archery Range"
};
i32 numBuildings = sizeof(buildingOrder) / sizeof(*buildingOrder);
switch (input->state) {
case INPUT_NONE:
case INPUT_BUILDING:
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_START
});
for (i32 i = 0; i < numBuildings; i++) {
BuildingType buildingType = buildingOrder[i];
Rectangle rec = bzTilesetGetTileRegion(tileset, getBuildingTile(buildingType));
// Adjust for size
i32 sizeX = 1, sizeY = 1;
getBuildingSize(buildingType, &sizeX, &sizeY);
rec.width *= sizeX;
rec.height *= sizeY;
Texture2D tex = tileset->tiles;
bool selected = input->building == buildingOrder[i];
uiGameBuild(buildingNames[i], rec, tex, &selected);
if (selected) {
input->building = buildingOrder[i];
input->state = INPUT_BUILDING;
}
}
break;
case INPUT_SELECTED_UNITS:
break;
case INPUT_SELECTED_OBJECT:
break;
case INPUT_SELECTED_BUILDING:
break;
}
bzUISetDebugMode(UI, true);
bzUIEnd(UI);
bzUISetDebugMode(UI, false);
}
static void renderPauseMenu(Game *game, float dt) {
i32 width = GetScreenWidth();