static void draw_item_cost(GameState* gs, const BBox& bbox, int cost) { PlayerInst* player = gs->local_player(); Colour col = COL_PALE_GREEN; if (player->gold() < cost) { col = COL_PALE_RED; } gl_printf_centered(gs->primary_font(), col, bbox.center_x(), bbox.y1 - TILE_SIZE / 2, "Cost: %dg", cost); }
static BBox icon_bounds(const BBox& main_content_bounds, int icon_n, int total_n, int row = 0) { int icon_sep = TILE_SIZE + 2; int icon_sx = main_content_bounds.center_x() - icon_sep * total_n / 2; int icon_sy = main_content_bounds.y2 + (row + 1) * (TILE_SIZE + 2); int icon_x = icon_sx + icon_n * icon_sep; return BBox(icon_x, icon_sy, icon_x + TILE_SIZE, icon_sy + TILE_SIZE); }