#ifndef PIXELDEFENSE_UI_WIDGETS_H #define PIXELDEFENSE_UI_WIDGETS_H #include #include #include "components.h"d extern BzUI *UI; // defined in main.c f32 uiGetScale(); BzUINode *uiPushDivParentPercentage(f32 xPercent, f32 yPercent); // Template stuff void uiBaseLabel(const char *txt, Font font, f32 scl, Color color); bool uiBaseTextButton(const char *txt, Font font, f32 scl, bool enabled); void uiBaseCheckbox(const char *txt, Font font, f32 scl, bool *check); void uiBaseSlider(const char *txt, Font font, f32 scl, f32 *value, f32 min, f32 max); // actual UI void uiMainMenuLabel(const char *txt); bool uiMainMenuButton(const char *txt, bool enabled); void uiSettingsLabel(const char *txt); bool uiSettingsButton(const char *txt); void uiSettingsCheckbox(const char *txt, bool *check); void uiSettingsSlider(const char *txt, f32 *value); void uiGameResCount(i32 amount, i32 capacity, Rectangle icon, Texture2D texture); void uiGameRecruit(const char *label, Rectangle rec, Texture2D tex, i32 numRecruiting, f32 progress, bool canAfford, bool *selected, bool *hovered); void uiGameBuild(const char *label, Rectangle rec, Texture2D tex, bool canAfford, bool *selected, bool *hovered); bool uiGameTrade(const char *label, Rectangle rec, Texture2D tex, bool canAfford); bool uiGameUnit(const char *label, i32 count, Rectangle rec, Texture2D tex); void uiGameTooltipCost(Vector2 pos, i32 costs[RES_COUNT], Texture2D tex); #endif //PIXELDEFENSE_UI_WIDGETS_H