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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@@ -239,5 +239,79 @@ void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture)
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.tintActive = WHITE,
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});
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bzUIPopParent(UI);
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}
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void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool *selected) {
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f32 scl = uiGetScale();
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BzUINode *btn = bzUINodeMake(UI, bzUIKeyFromString(label), &(BzUINodeDesc) {
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.flags = BZ_UI_CLICKABLE | BZ_UI_ALIGN_CENTER | BZ_UI_DRAW_BORDER,
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.margin[BZ_UI_AXIS_X] = 10.0f * scl,
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.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_CHILD_MAX},
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.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_CHILD_SUM},
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});
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BzUIInteraction inter = bzUIGetInteraction(UI, btn);
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Color bgColor = DARKBROWN;
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if (*selected || inter.hovering)
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bgColor = BROWN;
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if (inter.clicked)
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*selected = true;
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bzUISetBackgroundStyle(UI, btn, (BzUIBackgroundStyle) {
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.roundness = 0.2f,
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.active = bgColor,
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.normal = bgColor,
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.hover = bgColor,
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});
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bzUISetBorderStyle(UI, btn, (BzUIBorderStyle) {
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.roundness = 0.2f,
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.thickness = 5.0f * scl,
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.normal = BLACK,
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.hover = BLACK,
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.active = BLACK,
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});
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bzUIPushParent(UI, btn);
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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_COLUMN | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_START
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});
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BzUINode *tileSprite = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
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.flags = BZ_UI_DRAW_SPRITE,
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.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_PIXELS, rec.width * 5 * scl},
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.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_PIXELS, rec.height * 5 * scl},
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});
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bzUISetSpriteStyle(UI, tileSprite, (BzUISpriteStyle) {
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.texture = tex,
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.rec = rec,
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.tintNormal = WHITE,
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.tintHover = WHITE,
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.tintActive = WHITE,
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});
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BzUINode *labelDisplay = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
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.flags = BZ_UI_DRAW_TEXT | BZ_UI_DRAW_TEXT_SHADOW,
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.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_FIT},
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.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_FIT},
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});
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bzUISetTextStyle(UI, labelDisplay, (BzUITextStyle) {
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.font = getFont(),
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.fontSize = 25.0f * scl,
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.fontSpacing = 1.0f * scl,
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.normal = WHITE,
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.hover = WHITE,
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.active = WHITE,
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.text = label
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});
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bzUISetTextShadowStyle(UI, labelDisplay, (BzUITextShadowStyle) {
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.offset = {1.0f * scl, 1.0f * scl},
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.normal = BLACK,
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.hover = BLACK,
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.active = BLACK
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});
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bzUIPopParent(UI);
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}
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@@ -27,4 +27,6 @@ void uiSettingsSlider(const char *txt, f32 *value);
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void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture);
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void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool *selected);
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#endif //PIXELDEFENSE_UI_WIDGETS_H
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