tooltip feature
parent
31cf65ad50
commit
c8b21e86b5
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@ -0,0 +1,3 @@
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@echo off
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call win\setup_cl_generic.bat amd64
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cmake --build build && build\eco2d
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@ -3,6 +3,8 @@
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#include "world/blocks.h"
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#include "models/items.h"
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extern void tooltip_show(const char* name, float xpos, float ypos);
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void ToolAssetInspector(void) {
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if (nk_begin(dev_ui, "Asset Inspector", nk_rect(400, 100, 240, 800),
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NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE| NK_WINDOW_TITLE))
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@ -16,6 +18,11 @@ void ToolAssetInspector(void) {
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nk_labelf(dev_ui, NK_TEXT_LEFT, "kind: %s", asset_kind_name);
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nk_labelf(dev_ui, NK_TEXT_LEFT, "spawnable entity: %s", entity_spawn_provided(i) ? "true" : "false");
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if (nk_button_label(dev_ui, "show tooltip")) {
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Vector2 mpos = GetMousePosition();
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tooltip_show(asset_names[i] , mpos.x + 5, mpos.y + 5);
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}
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// draw block
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block_id blk_id = blocks_find(i);
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if (blk_id != 0xF) {
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@ -95,8 +95,8 @@ inv_draw_result inventory_draw_crafting_btn(float xpos, float ypos, const char *
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recipe rp = craft_get_recipe_data(craft_get_recipe_id_from_product(id));
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int num_reagents = 0;
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for (int i = 0; rp.reagents[i].id; i++) num_reagents++;
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if (nk_begin(game_ui , name, nk_rect(mpos.x+15, mpos.y+15, name_width+5, 30+30*(float)num_reagents),
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NK_WINDOW_BORDER | NK_WINDOW_NO_INPUT | NK_WINDOW_NO_SCROLLBAR)) {
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if (nk_begin(game_ui , name, nk_rect(mpos.x+15, mpos.y+15, name_width+5, 600),
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NK_WINDOW_BORDER | NK_WINDOW_NO_INPUT | NK_WINDOW_NO_SCROLLBAR | NK_WINDOW_DYNAMIC)) {
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if (nk_tree_push_id(game_ui, NK_TREE_NODE, "Reagents", NK_MAXIMIZED, id)) {
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for (asset_id i = 0; rp.reagents[i].id; i++) {
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nk_label(game_ui, asset_names[rp.reagents[i].id], NK_TEXT_LEFT);
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@ -0,0 +1,170 @@
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// Tooltip system with multilevel modal support
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typedef struct _tooltip {
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const char *name;
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const char *content;
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const char **links;
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} tooltip;
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static tooltip *tooltips = 0;
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//~ registration
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void tooltip_register(tooltip desc) {
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if (!tooltips) {
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zpl_array_init(tooltips, zpl_heap());
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}
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desc.links = 0;
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zpl_array_append(tooltips, desc);
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}
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void tooltip_destroy_all(void) {
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if (!tooltips) return;
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for (zpl_isize i = 0; i < zpl_array_count(tooltips); ++i) {
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tooltip *tp = (tooltips + i);
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if (tp->links) {
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zpl_array_free(tp->links);
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}
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}
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zpl_array_free(tooltips);
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}
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void tooltip_build_links(void) {
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for (zpl_isize i = 0; i < zpl_array_count(tooltips); ++i) {
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tooltip *tp = (tooltips + i);
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for (zpl_isize j = 0; j < zpl_array_count(tooltips); ++j) {
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tooltip *linked_tp = (tooltips + j);
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if (tp == linked_tp)
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continue;
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if (strstr(tp->content, linked_tp->name)) {
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if (!tp->links) {
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zpl_array_init(tp->links, zpl_heap());
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}
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zpl_array_append(tp->links, linked_tp->name);
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}
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}
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}
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}
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void tooltip_register_defaults(void) {
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// test
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tooltip_register( (tooltip) { .name = "ASSET_WOOD", .content = "Used as a building material or fuel for the ASSET_FURNACE." } );
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tooltip_register( (tooltip) { .name = "ASSET_FURNACE", .content = "Producer used to smelt ASSET_IRON_ORE into ASSET_IRON_INGOT." } );
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tooltip_register( (tooltip) { .name = "ASSET_IRON_ORE", .content = "Natural resource that can be smelted in ASSET_FURNACE." } );
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tooltip_register( (tooltip) { .name = "ASSET_IRON_INGOT", .content = "Used as a building material. It is smelted from ASSET_IRON_ORE" } );
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}
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//~ rendering
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#define TOOLTIP_MOUSE_DIST 400.0f
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typedef struct _tooltip_node {
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float xpos, ypos;
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tooltip *desc;
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struct _tooltip_node *next;
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} tooltip_node;
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static tooltip_node main_tooltip = { 0 };
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static bool tooltip__should_stay_open = false;
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tooltip *tooltip__find_desc(const char *name) {
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for (zpl_isize i = 0; i < zpl_array_count(tooltips); ++i) {
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tooltip *tp = (tooltips + i);
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if (!strcmp(tp->name, name))
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return tp;
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}
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return 0;
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}
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void tooltip_show(const char* name, float xpos, float ypos) {
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if (!tooltips) return;
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tooltip *desc = tooltip__find_desc(name);
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if (!name) return;
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main_tooltip = (tooltip_node) {
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.xpos = xpos,
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.ypos = ypos,
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.desc = desc,
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.next = 0
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};
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}
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void tooltip__clear_node(tooltip_node *node) {
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if (node->next) {
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tooltip__clear_node(node->next);
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zpl_mfree(node->next);
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}
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}
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void tooltip_clear(void) {
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tooltip__clear_node(&main_tooltip);
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main_tooltip = (tooltip_node) {0};
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}
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void tooltip__draw_node(tooltip_node *node) {
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if (!node) return;
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tooltip *desc = node->desc;
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Vector2 mpos = GetMousePosition();
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if (nk_begin_titled(game_ui, zpl_bprintf("%d%s", (int)node->xpos, desc->name), desc->name, nk_rect(node->xpos, node->ypos, 300, 1200),
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NK_WINDOW_BORDER | NK_WINDOW_NO_SCROLLBAR | NK_WINDOW_DYNAMIC | NK_WINDOW_TITLE | NK_WINDOW_MOVABLE)) {
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nk_layout_row_dynamic(game_ui, 30, 1);
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nk_label_wrap(game_ui, desc->content);
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if (desc->links) {
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nk_label(game_ui, "See Also:", NK_TEXT_LEFT);
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nk_layout_row_dynamic(game_ui, 10, 2);
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for (zpl_isize i = 0; i < zpl_array_count(desc->links); ++i) {
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// todo styling
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if (nk_button_label(game_ui, desc->links[i])) {
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if (node->next) tooltip__clear_node(node->next);
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if (!node->next) node->next = zpl_malloc(sizeof(tooltip_node));
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*node->next = (tooltip_node) {
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.xpos = mpos.x+5,
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.ypos = mpos.y+5,
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.desc = tooltip__find_desc(desc->links[i]),
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.next = 0
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};
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}
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}
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}
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// suggest closing tooltip
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struct nk_vec2 wpos = nk_window_get_position(game_ui);
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Vector2 tp_pos = (Vector2) { .x = wpos.x, .y = wpos.y };
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if (Vector2Distance(mpos, tp_pos) <= TOOLTIP_MOUSE_DIST) {
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tooltip__should_stay_open = true;
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}
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nk_end(game_ui);
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// draw nested tooltip
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if (node->next) {
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tooltip__draw_node(node->next);
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}
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}
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}
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void tooltip_draw(void) {
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if (!main_tooltip.desc) return;
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tooltip__draw_node(&main_tooltip);
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if (!tooltip__should_stay_open) {
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tooltip_clear();
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}
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tooltip__should_stay_open = false;
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}
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@ -21,6 +21,8 @@ ZPL_DIAGNOSTIC_POP
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#define ARCH_IMPL
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#include "platform/arch.h"
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#include "gui/tooltip.c"
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#include "renderer.c"
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void platform_init() {
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@ -26,6 +26,7 @@ ZPL_DIAGNOSTIC_POP
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#include "renderer.c"
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// NOTE(zaklaus): add-ins
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#include "gui/tooltip.c"
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#include "gui/build_mode.c"
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#include "gui/inventory.c"
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@ -34,6 +35,20 @@ void platform_init() {
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renderer_init();
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target_zoom = 2.70f;
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tooltip_register_defaults();
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// room for game-specific tooltips
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tooltip_build_links();
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#if 0
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// TEST
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{
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Vector2 mpos = GetMousePosition();
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tooltip_show("ASSET_FURNACE", mpos.x, mpos.y);
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}
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#endif
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}
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inline static
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void platform_shutdown() {
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renderer_shutdown();
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tooltip_destroy_all();
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CloseWindow();
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}
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// NOTE(zaklaus): add-ins
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buildmode_draw();
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inventory_draw();
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// goes last
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tooltip_draw();
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}
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display_conn_status();
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debug_draw();
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debug_draw();
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game_draw_ui();
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}
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EndDrawing();
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