+ v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
+ v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
+ int const circle_base = 6;
+ int const filled_start = circle_base+0;
+ int const filled_count = circle_base+32;
+ int const empty_start = circle_base+32;
+ int const empty_count = circle_base+32*2;
+
+ if( !world.initialzed )
+ return;
+
+ // BACKGROUND
+ // ========================================================================================================
+ use_mesh( &world.shapes );
+
+ SHADER_USE( shader_background );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+
+ glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+
+ draw_mesh( 0, 2 );
+
+ // TILESET BACKGROUND LAYER
+ // ========================================================================================================
+ use_mesh( &world.shapes );
+ SHADER_USE( shader_tile_main );
+
+ m2x2f subtransform;
+ m2x2_identity( subtransform );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ // Bind textures
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+
+ vg_tex2d_bind( &tex_wood, 1 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+
+ render_tiles( NULL, NULL, colour_default, colour_default );
+
+ // MARBLES
+ // ========================================================================================================
+ SHADER_USE( shader_ball );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_ball_noise, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
+
+ if( get_wbutton( k_world_button_sim )->pressed )
+ {
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+ v3f render_pos;
+ render_pos[2] = 1.0f;
+
+ if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead )
+ {
+ float death_anim_time = world.sim_internal_time - fish->death_time;
+
+ // Death animation
+ if( death_anim_time > 0.0f && death_anim_time < 1.0f )
+ {
+ float amt = 1.0f-death_anim_time*death_anim_time;
+
+ v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co );
+ render_pos[2] = amt;
+ }
+ else if( world.sim_internal_time > fish->death_time )
+ continue;
+ }
+ else if( fish->state == k_fish_state_bg )
+ continue;
+
+ v2_copy( fish->physics_co, render_pos );
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+ colour_code_v3( fish->payload, dot_colour );
+
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos );
+ glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
+ draw_mesh( 0, 2 );
+ }
+ }
+
+ // TILESET FOREGROUND LAYER
+ // ========================================================================================================
+ SHADER_USE( shader_tile_main );
+
+ // Bind textures
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+
+ vg_tex2d_bind( &tex_wood, 1 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
+ render_tiles( NULL, NULL, colour_default, colour_selected );
+
+ // Draw splitters
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL )
+ {
+ if( cell->config == k_cell_type_split )
+ {
+ float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+
+ if( cell->state & FLAG_FLIP_ROTATING )
+ {
+ if( (world.frame_lerp > curve_7_linear_section) )
+ {
+ float const rotation_speed = 0.4f;
+ if( (world.frame_lerp < 1.0f-rotation_speed) )
+ {
+ float t = world.frame_lerp - curve_7_linear_section;
+ t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+ t += 1.0f;
+
+ rotation *= t;
+ }
+ else
+ rotation *= -1.0f;
+ }
+ }
+
+ m2x2_create_rotation( subtransform, rotation );
+
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ),
+ (float)x,
+ (float)y + 0.125f,
+ cell->state & FLAG_TARGETED? 3.0f: 0.0f,
+ 0.0f
+ );
+ draw_mesh( 0, 2 );
+ }
+ }
+ }
+ }
+
+ // EDIT OVERLAY
+ // ========================================================================================================
+ if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from )
+ {
+ v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
+ v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end, 0 );
+
+ m2x2_identity( subtransform );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
+
+ render_tiles( new_begin, new_end, colour_default, colour_default );
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end, 0 );
+ }
+
+ // BUTTONS
+ // ========================================================================================================
+ SHADER_USE( shader_buttons );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_buttons, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
+
+ wbutton_run( k_world_button_sim );
+ wbutton_run( k_world_button_pause );
+ //wbutton_run( k_world_button_wire_mode );
+
+ // WIRES
+ // ========================================================================================================
+ //glDisable(GL_BLEND);
+
+ SHADER_USE( shader_wire );
+ glBindVertexArray( world.wire.vao );
+
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ v4f const wire_left_colour = { 0.5f, 0.5f, 0.5f, 1.0f };
+ v4f const wire_right_colour = { 0.2f, 0.2f, 0.2f, 1.0f };
+ v4f const wire_drag_colour = { 0.2f, 0.2f, 0.2f, 0.6f };
+
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f );
+
+ if( world.id_drag_from )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_drag_colour );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+
+ // Pulling animation
+ float rp_x1 = world.frame_lerp*9.0f;
+ float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f;
+ float rp_x2 = 1.0f-rp_xa;
+
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL )
+ {
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ struct cell_description *desc = &cell_descriptions[ cell->config ];
+
+ int trigger_id = cell->links[0]?0:1;
+
+ int x2 = cell->links[trigger_id] % world.w;
+ int y2 = (cell->links[trigger_id] - x2) / world.w;
+
+ v2f startpoint;
+ v2f endpoint;
+
+ startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+ startpoint[1] = (float)y2 + 0.25f;
+
+ endpoint[0] = x;
+ endpoint[1] = y;
+
+ v2_add( desc->trigger_pos, endpoint, endpoint );
+
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, trigger_id? wire_right_colour: wire_left_colour );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), cell->state & FLAG_TRIGGERED? rp_xa: 0.0f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.18f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.18f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+ }
+ }
+ }
+
+ // WIRE ENDPOINTS
+ // ========================================================================================================
+
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ use_mesh( &world.shapes );
+
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL )
+ {
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ struct cell_description *desc = &cell_descriptions[ cell->config ];
+
+ int trigger_id = cell->links[0]?0:1;
+
+ int x2 = cell->links[trigger_id] % world.w;
+ int y2 = (cell->links[trigger_id] - x2) / world.w;
+
+ v2f pts[2];
+
+ pts[0][0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+ pts[0][1] = (float)y2 + 0.25f;
+
+ pts[1][0] = x;
+ pts[1][1] = y;
+
+ v2_add( desc->trigger_pos, pts[1], pts[1] );
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
+ 1, trigger_id? wire_right_colour: wire_left_colour );
+
+ for( int i = 0; i < 2; i ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ pts[i][0],
+ pts[i][1],
+ 0.08f
+ );
+ draw_mesh( filled_start, filled_count );
+ }
+ }
+ }
+ }
+ }
+
+ // SUB SPLITTER DIRECTION
+ // ========================================================================================================
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f );
+
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL && cell->state & FLAG_TARGETED && cell->config == k_cell_type_split )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), x, y, 1.0f );
+ draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 );
+ }
+ }
+ }
+
+ // I/O ARRAYS
+ // ========================================================================================================
+
+ //glEnable(GL_BLEND);
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int is_input = pcell(term->pos)->state & FLAG_INPUT;
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ for( int k = 0; k < term->run_count; k ++ )
+ {
+ float arr_base = is_input? 1.2f: -0.2f,
+ run_offset = (is_input? 0.2f: -0.2f) * (float)k,
+ y_position = is_input?
+ (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset:
+ (float)term->pos[1] + arr_base + run_offset;
+
+ v4f bar_colour;
+ int bar_draw = 0;
+
+ if( is_simulation_running() )
+ {
+ if( k == world.sim_run )
+ {
+ float a = fabsf(sinf( vg_time * 2.0f )) * 0.075f + 0.075f;
+
+ v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, a }, bar_colour );
+ }
+ else
+ v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+
+ bar_draw = 1;
+ }
+ else if( 1 || k & 0x1 )
+ {
+ if( k & 0x1 )
+ v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, 0.07f }, bar_colour );
+ else
+ v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+
+ bar_draw = 1;
+ }
+
+ if( bar_draw )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, bar_colour );
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)term->pos[0], y_position - 0.1f, 1.0f );
+ draw_mesh( 2, 2 );
+ }
+
+ for( int j = 0; j < term->runs[k].condition_count; j ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ (float)term->pos[0] + 0.2f + 0.2f * (float)j,
+ y_position,
+ 0.1f
+ );
+
+ if( is_input )
+ {
+ char cc = term->runs[k].conditions[j];
+ if( cc != ' ' )
+ {
+ colour_code_v3( cc, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ // Draw filled if tick not passed, draw empty if empty
+ if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
+ draw_mesh( empty_start, empty_count );
+ else
+ draw_mesh( filled_start, filled_count );
+ }
+ }
+ else
+ {
+
+ if( term->runs[k].recv_count > j )
+ {
+ colour_code_v3( term->runs[k].recieved[j], dot_colour );
+ v3_muls( dot_colour, 0.8f, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( filled_start, filled_count );
+ }
+
+ colour_code_v3( term->runs[k].conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( empty_start, empty_count );
+ }
+ }
+ }
+ }
+
+ glDisable(GL_BLEND);
+
+ // Draw score
+ /*
+ float const score_bright = 1.25f;
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
+ 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
+
+ use_mesh( &world.numbers );
+ draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
+ */
+}
+
+static ui_colourset flcol_list_a = {
+ .main = 0xff877979,
+ .hover = 0xffa09393,
+ .active = 0xffbfb1b0
+};
+static ui_colourset flcol_list_b = {
+ .main = 0xff7c6e6e,
+ .hover = 0xffa09393,
+ .active = 0xffbfb1b0
+};
+
+static ui_colourset flcol_list_complete_a = {
+ .main = 0xff62a064,
+ .hover = 0xff8dc18f,
+ .active = 0xffb2ddb3
+};
+
+static ui_colourset flcol_list_complete_b = {
+ .main = 0xff79b37b,
+ .hover = 0xff8dc18f,
+ .active = 0xffb2ddb3
+};
+
+static ui_colourset flcol_list_locked = {
+ .main = 0xff655959,
+ .hover = 0xff655959,
+ .active = 0xff655959
+};
+
+static struct
+{
+ SteamLeaderboard_t steam_leaderboard;
+ int leaderboard_show;
+
+ struct leaderboard_player
+ {
+ // Internal
+ u64_steamid id;
+ i32 score;
+ int is_local_player;
+
+ // To be displayed
+ char score_text[ 16 ];
+ char player_name[ 48 ];
+ GLuint texture; // Not dynamic
+ }
+ leaderboard_players[10];
+ int leaderboard_count;
+
+ struct
+ {
+ struct cmp_level *level;
+
+ i32 score;
+ int is_waiting;
+ }
+ upload_request;
+
+ struct cmp_level *level_selected;
+}
+ui_data;
+
+void vg_ui(void)
+{
+ // UI memory
+ static int pack_selection = 0;
+ static struct pack_info
+ {
+ struct cmp_level *levels;
+ u32 level_count;
+ const char *name;
+ }
+ pack_infos[] =
+ {
+ {
+ .levels = cmp_levels_tutorials,
+ .level_count = vg_list_size(cmp_levels_tutorials),
+ .name = "Training"
+ },
+ {
+ .levels = cmp_levels_basic,
+ .level_count = vg_list_size(cmp_levels_basic),
+ .name = "Main"
+ },
+ {
+ .levels = cmp_levels_grad,
+ .level_count = vg_list_size(cmp_levels_tutorials),
+ .name = "Expert"
+ }
+ };
+
+ // UI Code
+ ui_global_ctx.cursor[0] = 0;
+ ui_global_ctx.cursor[1] = 0;
+ ui_global_ctx.cursor[2] = 256;
+
+ gui_fill_y();
+
+ ui_global_ctx.id_base = 4 << 16;
+
+ gui_new_node();
+ {
+ gui_capture_mouse( 9999 );
+ gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
+
+ gui_text( "ASSIGNMENTS", 8, 0 );
+
+ ui_global_ctx.cursor[1] += 30;
+ ui_global_ctx.cursor[3] = 25;
+
+ gui_new_node();
+ {
+ ui_rect_pad( ui_global_ctx.cursor, 2 );
+ ui_global_ctx.cursor[2] = 84;
+
+ for( int i = 0; i < 3; i ++ )
+ {
+ int pack_is_unlocked = pack_infos[i].levels[0].unlocked;
+
+ if( i == pack_selection || !pack_is_unlocked )
+ gui_override_colours( &flcol_list_locked );
+
+ if( gui_button( 2000 + i ) == k_button_click && pack_is_unlocked )
+ pack_selection = i;
+
+ ui_global_ctx.cursor[1] += 2;
+ gui_text( pack_is_unlocked? pack_infos[i].name: "???", 4, 0 );
+ gui_end_right();
+
+ gui_reset_colours();
+ }
+ }
+ gui_end_down();
+
+ ui_global_ctx.cursor[3] = 500;
+
+ // DRAW LEVEL SELECTION LIST
+ {
+ struct cmp_level *levels = pack_infos[ pack_selection ].levels;
+ int count = pack_infos[ pack_selection ].level_count;
+
+ static struct ui_scrollbar sb = {
+ .bar_height = 400
+ };
+
+ ui_px view_height = ui_global_ctx.cursor[3];
+ ui_px level_height = 50;
+
+ // Level scroll view
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
+ gui_set_clip( ui_global_ctx.cursor );
+
+ ui_global_ctx.cursor[2] = 14;
+ gui_align_right();
+
+ ui_px content_height = count*level_height;
+ if( content_height > view_height )
+ {
+ ui_scrollbar( &ui_global_ctx, &sb, 1 );
+ ui_global_ctx.cursor[1] -= ui_calculate_content_scroll( &sb, content_height );
+ }
+ else
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0xff807373 );
+ }
+
+ ui_global_ctx.cursor[2] = 240;
+ ui_global_ctx.cursor[3] = level_height;
+ gui_align_left();
+
+ for( int i = 0; i < count; i ++ )
+ {
+ struct cmp_level *lvl_info = &levels[i];
+
+ if( lvl_info->unlocked )
+ {
+ if( lvl_info->completed_score != 0 )
+ gui_override_colours( i&0x1? &flcol_list_complete_a: &flcol_list_complete_b );
+ else
+ gui_override_colours( i&0x1? &flcol_list_a: &flcol_list_b );
+ }
+ else
+ gui_override_colours( &flcol_list_locked );
+
+ if( lvl_info->unlocked )
+ {
+ if( gui_button( 2 + i ) == k_button_click )
+ {
+ ui_data.level_selected = &levels[i];
+ ui_data.leaderboard_show = 0;
+
+ if( pack_selection >= 1 )
+ sw_find_leaderboard( ui_data.level_selected->map_name );
+ }
+
+ ui_global_ctx.override_colour = 0xffffffff;
+ gui_text( lvl_info->title, 6, 0 );
+ ui_global_ctx.cursor[1] += 18;
+ gui_text( lvl_info->completed_score>0? "passed": "incomplete", 4, 0 );
+ }
+ else
+ {
+ gui_button( 2 + i );
+
+ ui_global_ctx.override_colour = 0xff786f6f;
+ gui_text( "???", 6, 0 );
+ ui_global_ctx.cursor[1] += 18;
+ gui_text( "locked", 4, 0 );
+ }
+
+ gui_end_down();
+ }
+
+ gui_reset_colours();
+ gui_release_clip();
+ }
+ gui_end_down();
+ }
+ }
+ gui_end_right();
+
+ // Selected level UI
+ // ============================================================
+
+ if( ui_data.level_selected )
+ {
+ ui_global_ctx.cursor[0] += 16;
+ ui_global_ctx.cursor[1] += 16;
+ ui_global_ctx.cursor[2] = 512-40;
+ ui_global_ctx.cursor[3] = 560-16;
+
+ gui_new_node();
+ {
+ gui_capture_mouse( 9999 );
+
+ gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
+ ui_global_ctx.cursor[1] += 4;
+ gui_text( ui_data.level_selected->title, 6, 0 );
+
+ ui_global_ctx.cursor[1] += 30;
+ ui_rect_pad( ui_global_ctx.cursor, 8 );
+ ui_global_ctx.cursor[3] = 300;
+
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0xff655959 );
+ }
+ gui_end_down();
+
+ ui_text_use_paragraph( &ui_global_ctx );
+ ui_global_ctx.cursor[1] += 2;
+
+ gui_text( ui_data.level_selected->description, 5, 0 );
+ ui_text_use_title( &ui_global_ctx );
+
+ // Buttons at the bottom
+ ui_global_ctx.cursor[3] = 25;
+ ui_global_ctx.cursor[2] = 80;
+
+ gui_align_bottom();
+ ui_global_ctx.cursor[1] -= 8;
+
+ if( gui_button( 3000 ) == k_button_click )
+ {
+ ui_data.level_selected = NULL;
+ }
+ gui_text( "BACK", 6, k_text_alignment_center );
+ gui_end();
+
+ gui_align_right();
+ ui_global_ctx.cursor[2] = 170;
+ ui_global_ctx.cursor[0] -= 8 + 170 + 2;
+
+ {
+ gui_override_colours( &flcol_list_locked );
+ if( gui_button( 3001 ) == k_button_click )
+ vg_error( "UNIMPLEMENTED\n" );
+
+ ui_global_ctx.override_colour = 0xff888888;
+
+ gui_text( "RESTORE SOLUTION", 6, k_text_alignment_center );
+ gui_end_right();
+ ui_global_ctx.override_colour = 0xffffffff;
+ }
+
+ ui_global_ctx.cursor[0] += 2;
+ ui_global_ctx.cursor[2] = 80;
+
+ {
+ gui_override_colours( &flcol_list_complete_a );
+ if( gui_button( 3002 ) == k_button_click )
+ {
+ if( console_changelevel( 1, &ui_data.level_selected->map_name ) )
+ {
+ world.pCmpLevel = ui_data.level_selected;
+
+ ui_data.level_selected = NULL;
+ ui_data.leaderboard_show = 0;
+ }
+ }
+ gui_text( "PLAY", 6, k_text_alignment_center );
+ gui_end();
+ }
+
+ gui_reset_colours();
+ }
+ gui_end_right();
+
+ if( ui_data.leaderboard_show )
+ {
+ ui_global_ctx.cursor[0] += 16;
+ ui_global_ctx.cursor[2] = 350;
+ ui_global_ctx.cursor[3] = 25;
+
+ // If has results
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
+ gui_text( "FRIEND LEADERBOARD", 6, 0 );
+ }
+ gui_end_down();
+
+ ui_global_ctx.cursor[1] += 2;
+
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[3] = 32+8;
+
+ for( int i = 0; i < ui_data.leaderboard_count; i ++ )
+ {
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, i&0x1? flcol_list_a.main: flcol_list_b.main );
+
+ ui_global_ctx.cursor[0] += 4;
+ ui_global_ctx.cursor[1] += 4;
+
+ // 1,2,3 ...
+ static const char *places[] = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" };
+ gui_text( places[i], 7, 0 );
+ ui_global_ctx.cursor[0] += 32;
+
+ struct leaderboard_player *player = &ui_data.leaderboard_players[i];
+
+ // Players image
+ ui_global_ctx.cursor[2] = 32;
+ ui_global_ctx.cursor[3] = 32;
+
+ gui_new_node();
+ {
+ gui_push_image( ui_global_ctx.cursor, player->texture );
+ }
+ gui_end_right();
+
+ // Players name
+ gui_text( player->player_name, 7, 0 );
+
+ ui_global_ctx.cursor[2] = 50;
+ gui_align_right();
+
+ gui_text( player->score_text, 7, k_text_alignment_right );
+ }
+ gui_end_down();
+
+ ui_global_ctx.cursor[1] += 2;
+ }
+ }
+ gui_end();
+ }
+ }
+}
+
+void leaderboard_dispatch_score(void)
+{
+#if STEAM_LEADERBOARDS
+ sw_upload_leaderboard_score(
+ ui_data.upload_request.level->steam_leaderboard,
+ k_ELeaderboardUploadScoreMethodKeepBest,
+ ui_data.upload_request.score,
+ NULL,
+ 0
+ );
+
+ ui_data.upload_request.is_waiting = 0;
+
+ vg_success( "Dispatched leaderboard score\n" );
+#endif
+}
+
+void leaderboard_found( LeaderboardFindResult_t *pCallback )
+{
+#ifdef STEAM_LEADERBOARDS
+ if( !pCallback->m_bLeaderboardFound )
+ {
+ vg_error( "Leaderboard could not be found\n" );
+ ui_data.steam_leaderboard = 0;
+ }
+ else
+ {
+ const char *recieved_name = sw_get_leaderboard_name( pCallback->m_hSteamLeaderboard );
+
+ // Update UI state and request entries if this callback found the current UI level
+ if( ui_data.level_selected )
+ {
+ if( !strcmp( recieved_name, ui_data.level_selected->map_name ) )
+ {
+ sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 );
+ ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard;
+ }
+ }
+
+ // Dispatch the waiting request if there was one
+ if( ui_data.upload_request.is_waiting )
+ {
+ if( !strcmp( recieved_name, ui_data.upload_request.level->map_name ) )
+ {
+ ui_data.upload_request.level->steam_leaderboard = pCallback->m_hSteamLeaderboard;
+ leaderboard_dispatch_score();
+ }
+ }
+ }
+#endif
+}
+
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
+{
+#ifdef STEAM_LEADERBOARDS
+ // Update UI if this leaderboard matches what we currently have in view
+ if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard )
+ {
+ vg_info( "Recieved %d entries\n", pCallback->m_cEntryCount );
+ ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 8 );
+
+ u64_steamid local_player = sw_get_steamid();
+
+ for( int i = 0; i < ui_data.leaderboard_count; i ++ )
+ {
+ LeaderboardEntry_t entry;
+ sw_get_downloaded_entry( pCallback->m_hSteamLeaderboardEntries, i, &entry, NULL, 0 );
+
+ struct leaderboard_player *player = &ui_data.leaderboard_players[i];
+
+ player->id = entry.m_steamIDUser.m_unAll64Bits;
+ strncpy( player->player_name, sw_get_friend_persona_name( player->id ), vg_list_size( player->player_name )-1 );
+ player->score = entry.m_nScore;
+
+ snprintf( player->score_text, vg_list_size(player->score_text), "%d", player->score );
+ player->texture = sw_get_player_image( player->id );
+
+ if( player->texture == 0 )
+ player->texture = tex_unkown.name;
+
+ player->is_local_player = local_player == player->id? 1: 0;
+ }
+
+ if( ui_data.leaderboard_count )
+ ui_data.leaderboard_show = 1;
+ else
+ ui_data.leaderboard_show = 0;
+ }
+ else vg_warn( "Downloaded leaderboard does not match requested!\n" );
+#endif
+}
+
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
+{
+#ifdef STEAM_LEADERBOARDS
+ if( ui_data.upload_request.is_waiting )
+ vg_warn( "You are uploading leaderboard entries too quickly!\n" );
+
+ ui_data.upload_request.level = cmp_level;
+ ui_data.upload_request.score = score;
+ ui_data.upload_request.is_waiting = 1;
+
+ // If leaderboard ID has been downloaded already then just immediately dispatch this
+ if( cmp_level->steam_leaderboard )
+ leaderboard_dispatch_score();
+ else
+ sw_find_leaderboard( cmp_level->map_name );
+#endif
+}
+
+// CONSOLE COMMANDS
+// ===========================================================================================================
+
+static int console_credits( int argc, char const *argv[] )
+{
+ vg_info( "Aknowledgements:\n" );
+ vg_info( " GLFW zlib/libpng glfw.org\n" );
+ vg_info( " miniaudio MIT0 miniaud.io\n" );
+ vg_info( " QOI MIT phoboslab.org\n" );
+ vg_info( " STB library MIT nothings.org\n" );
+ return 0;
+}
+
+static int console_save_map( int argc, char const *argv[] )
+{
+ if( !world.initialzed )
+ {
+ vg_error( "Tried to save uninitialized map!\n" );
+ return 0;
+ }
+
+ char map_path[ 256 ];
+
+ strcpy( map_path, "sav/" );
+ strcat( map_path, world.map_name );
+ strcat( map_path, ".map" );
+
+ FILE *test_writer = fopen( map_path, "wb" );
+ if( test_writer )
+ {
+ vg_info( "Saving map to '%s'\n", map_path );
+ map_serialize( test_writer );
+
+ fclose( test_writer );
+ return 1;
+ }
+ else
+ {
+ vg_error( "Unable to open stream for writing\n" );
+ return 0;
+ }
+}
+
+static int console_load_map( int argc, char const *argv[] )
+{
+ char map_path[ 256 ];
+
+ if( argc >= 1 )
+ {
+ // try from saves
+ strcpy( map_path, "sav/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
+
+ char *text_source = vg_textasset_read( map_path );
+
+ if( !text_source )
+ {
+ strcpy( map_path, "maps/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
+
+ text_source = vg_textasset_read( map_path );
+ }
+
+ if( text_source )
+ {
+ vg_info( "Loading map: '%s'\n", map_path );
+ world.pCmpLevel = NULL;
+
+ if( !map_load( text_source, argv[0] ) )
+ {
+ free( text_source );
+ return 0;
+ }
+
+ free( text_source );
+ return 1;
+ }
+ else
+ {
+ vg_error( "Missing maps '%s'\n", argv[0] );
+ return 0;
+ }
+ }
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ return 0;
+ }
+}
+
+static int console_changelevel( int argc, char const *argv[] )
+{
+ if( argc >= 1 )
+ {
+ // Save current level
+ console_save_map( 0, NULL );
+ if( console_load_map( argc, argv ) )
+ {
+ simulation_stop();
+ return 1;
+ }
+ }
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ }
+
+ return 0;