Move UI code into s_ui
This commit is contained in:
@@ -1,15 +1,236 @@
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#include "systems.h"
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#include "../game_state.h"
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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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void uiTask(ecs_iter_t *it) {
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const Game *game = ecs_singleton_get(ECS, Game);
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Vector2 mousePos = GetMousePosition();
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Vector2 worldPos = GetScreenToWorld2D(mousePos, game->camera);
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void drawGameUI(Game *game, f32 dt) {
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// UI
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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bzUIBegin(UI, width, height);
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const BzTileMap *map = &game->map;
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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 |
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BZ_UI_FLEX_JUSTIFY_SPACE_BETWEEN |
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BZ_UI_FLEX_ALIGN_CENTER
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});
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// top bar
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f32 topBarHeight = 0.05f;
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BzUINode *topBar = uiPushDivParentPercentage(1.0f, topBarHeight);
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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 |
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BZ_UI_FLEX_ALIGN_CENTER |
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BZ_UI_FLEX_JUSTIFY_START
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});
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Color topBarBG = {0, 0, 0, 50};
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bzUISetBackgroundStyle(UI, topBar, (BzUIBackgroundStyle) {
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.normal = topBarBG,
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.hover = topBarBG,
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.active = topBarBG,
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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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bzUIPopParent(UI);
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i32 tileX = (i32) worldPos.x / map->tileWidth;
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i32 tileY = (i32) worldPos.y / map->tileHeight;
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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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void drawPauseUI(Game *game, f32 dt) {
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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bzUIBegin(UI, width, height);
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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
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});
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uiPushDivParentPercentage(1.0f, 0.4f);
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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_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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uiMainMenuLabel("Paused");
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bzUIPopParent(UI);
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uiPushDivParentPercentage(1.0f, 0.6f);
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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
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});
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if (uiMainMenuButton("Resume")) {
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setScreen(game, SCREEN_GAME);
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}
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if (uiMainMenuButton("Exit")) {
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setScreen(game, SCREEN_MAIN_MENU);
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unloadMap(game);
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loadMap(game, "assets/maps/main_menu_01.tmj");
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}
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bzUIPopParent(UI);
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bzUIEnd(UI);
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}
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void drawMainMenuUI(Game *game, f32 dt) {
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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game->camera.zoom = 3 * uiGetScale();
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bzUIBegin(UI, width, height);
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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
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});
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uiPushDivParentPercentage(1.0f, 0.4f);
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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_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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uiMainMenuLabel("Pixel Defense");
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bzUIPopParent(UI);
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uiPushDivParentPercentage(1.0f, 0.6f);
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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
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});
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if (uiMainMenuButton("Play")) {
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setScreen(game, SCREEN_GAME);
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unloadMap(game);
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loadMap(game, "assets/maps/tree_test.tmj");
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}
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if (uiMainMenuButton("Settings")) {
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setScreen(game, SCREEN_SETTINGS);
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}
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if (uiMainMenuButton("Exit")) {
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bzGameExit();
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}
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bzUIPopParent(UI);
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bzUIEnd(UI);
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}
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void drawSettingsUI(Game *game, f32 dt) {
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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game->camera.zoom = 3 * uiGetScale();
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bzUIBegin(UI, width, height);
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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_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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bzUIPushDiv(UI, (BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f},
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(BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f});
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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_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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static Options opts;
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if (game->screenPrevFrame != SCREEN_SETTINGS)
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opts = game->options;
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uiSettingsLabel("Video");
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uiSettingsCheckbox("Fullscreen", &opts.fullscreen);
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uiSettingsCheckbox("V-Sync", &opts.vsync);
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uiSettingsLabel("Audio");
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uiSettingsSlider("Master: ", &opts.master);
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uiSettingsSlider("Music: ", &opts.music);
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uiSettingsSlider("Sound: ", &opts.sound);
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bzUIPopParent(UI);
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bzUIPushDiv(UI, (BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.8f},
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(BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.2f});
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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_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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if (uiSettingsButton("Back")) {
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setScreen(game, SCREEN_MAIN_MENU);
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}
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if (uiSettingsButton("Reset")) {
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opts = game->options;
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}
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if (uiSettingsButton("Apply")) {
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game->options = opts;
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setScreen(game, SCREEN_MAIN_MENU);
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}
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bzUIEnd(UI);
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}
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