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();

View File

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

View File

@@ -27,4 +27,6 @@ void uiSettingsSlider(const char *txt, f32 *value);
void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture);
void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool *selected);
#endif //PIXELDEFENSE_UI_WIDGETS_H