+
+ fputc( ';', stream );
+
+ int terminal_write_count = 0;
+
+ for( int x = 0; x < world.w; x ++ )
+ {
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[i];
+ if( v2i_eq( term->pos, (v2i){x,y} ) )
+ {
+ if( terminal_write_count )
+ fputc( ',', stream );
+ terminal_write_count ++;
+
+ for( int j = 0; j < term->run_count; j ++ )
+ {
+ struct terminal_run *run = &term->runs[j];
+
+ for( int k = 0; k < run->condition_count; k ++ )
+ fputc( run->conditions[k], stream );
+
+ if( j < term->run_count-1 )
+ fputc( ':', stream );
+ }
+ }
+ }
+ }
+
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell( (v2i){ x,y } );
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ if( terminal_write_count )
+ fputc( ',', stream );
+ terminal_write_count ++;
+
+ fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] );
+ }
+ }
+
+ fputc( '\n', stream );
+ }
+}
+
+// CAREER STATE
+// ===========================================================================================================
+
+#pragma pack(push,1)
+struct dcareer_state
+{
+ u32 version;
+ i32 in_map;
+
+ u32 reserved[14];
+
+ struct dlevel_state
+ {
+ i32 score;
+ i32 unlocked;
+ i32 reserved[2];
+ }
+ levels[ NUM_CAMPAIGN_LEVELS ];
+};
+#pragma pack(pop)
+
+static void career_serialize(void)
+{
+ struct dcareer_state encoded;
+ encoded.version = 2;
+ encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1;
+
+ memset( encoded.reserved, 0, sizeof( encoded.reserved ) );
+
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+ struct dlevel_state *dest = &encoded.levels[lvl->serial_id];
+
+ dest->score = lvl->completed_score;
+ dest->unlocked = lvl->unlocked;
+ dest->reserved[0] = 0;
+ dest->reserved[1] = 0;
+ }
+ }
+
+ vg_asset_write( "sav/game.sv2", &encoded, sizeof( struct dcareer_state ) );
+}
+
+static void career_unlock_level( struct cmp_level *lvl );
+static void career_unlock_level( struct cmp_level *lvl )
+{
+ lvl->unlocked = 1;
+
+ if( lvl->linked )
+ career_unlock_level( lvl->linked );
+}
+
+static void career_pass_level( struct cmp_level *lvl, int score, int upload )
+{
+ if( score > 0 )
+ {
+ if( score < lvl->completed_score || lvl->completed_score == 0 )
+ {
+ if( !lvl->is_tutorial && upload )
+ leaderboard_set_score( lvl, score );
+
+ lvl->completed_score = score;
+ }
+
+ if( lvl->unlock ) career_unlock_level( lvl->unlock );
+ }
+}
+
+static void career_reset_level( struct cmp_level *lvl )
+{
+ lvl->unlocked = 0;
+ lvl->completed_score = 0;
+}
+
+static void career_load(void)
+{
+ i64 sz;
+ struct dcareer_state encoded;
+
+ // Blank save state
+ memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) );
+ encoded.in_map = -1;
+ encoded.levels[0].unlocked = 1;
+
+ // Load and copy data into encoded
+ void *cr = vg_asset_read_s( "sav/game.sv2", &sz );
+
+ if( cr )
+ {
+ if( sz > sizeof( struct dcareer_state ) )
+ vg_warn( "This save file is too big! Some levels will be lost\n" );
+
+ if( sz <= offsetof( struct dcareer_state, levels ) )
+ {
+ vg_warn( "This save file is too small to have a header. Creating a blank one\n" );
+ free( cr );
+ return;
+ }
+
+ memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz ) );
+ free( cr );
+ }
+ else
+ vg_info( "No save file... Using blank one\n" );
+
+ // Reset memory
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ career_reset_level( &set->pack[j] );
+ }
+
+ // Header information
+ // =================================
+
+ // Decode everything from dstate
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+ struct dlevel_state *src = &encoded.levels[lvl->serial_id];
+
+ if( src->unlocked ) career_unlock_level( lvl );
+ if( src->score ) lvl->completed_score = src->score;
+
+ // ...
+ if( lvl->serial_id == encoded.in_map )
+ {
+ if( console_changelevel( 1, &lvl->map_name ) )
+ world.pCmpLevel = lvl;
+ }
+ }
+ }
+}
+
+// MAIN GAMEPLAY
+// ===========================================================================================================
+static int is_simulation_running(void)
+{
+ return world.buttons[ k_world_button_sim ].pressed;
+}
+
+static void simulation_stop(void)
+{
+ world.buttons[ k_world_button_sim ].pressed = 0;
+
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+ world.sim_run = 0;
+
+ io_reset();
+
+ sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+
+ vg_info( "Stopping simulation!\n" );
+}
+
+static int world_check_pos_ok( v2i co )
+{
+ return (co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2)? 0: 1;
+}
+
+static int cell_interactive( v2i co )
+{
+ // Bounds check
+ if( !world_check_pos_ok( co ) )
+ return 0;
+
+ // Flags check
+ if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
+ return 0;
+
+ // List of 3x3 configurations that we do not allow
+ static u32 invalid_src[][9] =
+ {
+ { 0,1,0,
+ 1,1,1,
+ 0,1,0
+ },
+ { 0,0,0,
+ 0,1,1,
+ 0,1,1
+ },
+ { 0,0,0,
+ 1,1,0,
+ 1,1,0
+ },
+ { 0,1,1,
+ 0,1,1,
+ 0,0,0
+ },
+ { 1,1,0,
+ 1,1,0,
+ 0,0,0
+ },
+ { 0,1,0,
+ 0,1,1,
+ 0,1,0
+ },
+ { 0,1,0,
+ 1,1,0,
+ 0,1,0
+ }
+ };
+
+ // Statically compile invalid configurations into bitmasks
+ static u32 invalid[ vg_list_size(invalid_src) ];
+
+ for( int i = 0; i < vg_list_size(invalid_src); i ++ )
+ {
+ u32 comped = 0x00;
+
+ for( int j = 0; j < 3; j ++ )
+ for( int k = 0; k < 3; k ++ )
+ comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
+
+ invalid[i] = comped;
+ }
+
+ // Extract 5x5 grid surrounding tile
+ u32 blob = 0x1000;
+ for( int y = co[1]-2; y < co[1]+3; y ++ )
+ for( int x = co[0]-2; x < co[0]+3; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
+ blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
+ }
+
+ // Run filter over center 3x3 grid to check for invalid configurations
+ int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
+ for( int i = 0; i < vg_list_size(kernel); i ++ )
+ {
+ if( blob & (0x1 << (6+kernel[i])) )
+ {
+ u32 window = blob >> kernel[i];
+
+ for( int j = 0; j < vg_list_size(invalid); j ++ )
+ if((window & invalid[j]) == invalid[j])
+ return 0;
+ }
+ }
+
+ return 1;
+}
+
+void vg_update(void)
+{
+ // Camera
+ // ========================================================================================================
+
+ float r1 = (float)vg_window_y / (float)vg_window_x,
+ r2 = (float)world.h / (float)world.w,
+ size;
+
+ size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f;
+ m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
+
+ v3f origin;
+ origin[0] = floorf( -0.5f * world.w );
+ origin[1] = floorf( -0.5f * world.h );
+ origin[2] = 0.0f;
+
+ m3x3_identity( m_view );
+ m3x3_translate( m_view, origin );
+ m3x3_mul( m_projection, m_view, vg_pv );
+ vg_projection_update();
+
+ // Mouse input
+ // ========================================================================================================
+ v2_copy( vg_mouse_ws, world.tile_pos );
+
+ world.tile_x = floorf( world.tile_pos[0] );
+ world.tile_y = floorf( world.tile_pos[1] );
+
+ // Tilemap
+ // ========================================================================================================
+ if( !is_simulation_running() && !gui_want_mouse() )
+ {
+ v2_copy( vg_mouse_ws, world.drag_to_co );
+
+ if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
+ {
+ world.selected = world.tile_y * world.w + world.tile_x;
+
+ static u32 modify_state = 0;
+
+ struct cell *cell_ptr = &world.data[world.selected];
+
+ if( vg_get_button_down("primary") )
+ modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL;
+
+ if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) )
+ {
+ cell_ptr->state &= ~FLAG_CANAL;
+ cell_ptr->state |= modify_state;
+
+ if( cell_ptr->state & FLAG_CANAL )
+ {
+ cell_ptr->links[0] = 0;
+ cell_ptr->links[1] = 0;
+
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+ world.score ++;
+ }
+ else
+ {
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+ world.score --;
+ }
+
+ map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
+ (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
+ }
+
+ if( vg_get_button_down("secondary") && !(cell_ptr->config == k_cell_type_split) )
+ {
+ world.id_drag_from = world.selected;
+ world.drag_from_co[0] = world.tile_x + 0.5f;
+ world.drag_from_co[1] = world.tile_y + 0.5f;
+ }
+
+ if( world.id_drag_from && (cell_ptr->config == k_cell_type_split) )
+ {
+ float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+ world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
+ world.drag_to_co[1] = (float)world.tile_y + 0.25f;
+
+ if( vg_get_button_up("secondary") )
+ {
+ struct cell *drag_ptr = &world.data[world.id_drag_from];
+ u32 link_id = local_x > 0.5f? 1: 0;
+
+ // Cleanup existing connections
+ if( cell_ptr->links[ link_id ] )
+ {
+ vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] );
+
+ struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+ current_connection->state &= ~FLAG_IS_TRIGGER;
+ current_connection->links[ link_id ] = 0;
+ }
+
+ if( drag_ptr->links[ link_id ^ 0x1 ] )
+ {
+ vg_warn( "Destroying alternate link %u (%hu)\n", link_id ^ 0x1, drag_ptr->links[ link_id ^ 0x1 ] );
+
+ struct cell *current_connection = &world.data[ drag_ptr->links[ link_id ^ 0x1 ]];
+ if( !current_connection->links[ link_id ] )
+ current_connection->state &= ~FLAG_TARGETED;
+
+ current_connection->links[ link_id ^ 0x1 ] = 0;
+ drag_ptr->links[ link_id ^ 0x1 ] = 0;
+ }
+
+ // Create the new connection
+ vg_success( "Creating connection on link %u (%hu)\n", link_id, world.id_drag_from );
+
+ cell_ptr->links[ link_id ] = world.id_drag_from;
+ drag_ptr->links[ link_id ] = world.selected;
+
+ cell_ptr->state |= FLAG_TARGETED;
+ drag_ptr->state |= FLAG_IS_TRIGGER;
+ world.id_drag_from = 0;
+ }
+ }
+ }
+ else
+ {
+ world.selected = -1;
+ }
+
+ if( !(vg_get_button("secondary") && world.id_drag_from) )
+ world.id_drag_from = 0;
+ }
+ else
+ {
+ world.selected = -1;
+ world.id_drag_from = 0;
+ }
+
+ // Marble state updates
+ // ========================================================================================================
+ if( is_simulation_running() )
+ {
+ while( world.sim_frame < (int)((vg_time-world.sim_start)*world.sim_speed) )
+ {
+ sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
+
+ // Update splitter deltas
+ for( int i = 0; i < world.h*world.w; i ++ )
+ {
+ struct cell *cell = &world.data[i];
+ if( cell->config == k_cell_type_split )
+ {
+ cell->state &= ~FLAG_FLIP_ROTATING;
+ }
+ if( cell->state & FLAG_IS_TRIGGER )
+ cell->state &= ~FLAG_TRIGGERED;
+ }
+
+ int alive_count = 0;
+
+ // Update fish positions
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->state == k_fish_state_soon_dead )
+ fish->state = k_fish_state_dead;
+
+ if( fish->state == k_fish_state_soon_alive )
+ fish->state = k_fish_state_alive;
+
+ if( fish->state < k_fish_state_alive )
+ continue;
+
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( fish->state == k_fish_state_alive )
+ {
+ // Apply to output
+ if( cell_current->state & FLAG_OUTPUT )
+ {
+ for( int j = 0; j < arrlen( world.io ); j ++ )
+ {
+ struct cell_terminal *term = &world.io[j];
+
+ if( v2i_eq( term->pos, fish->pos ) )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+ if( run->recv_count < vg_list_size( run->recieved ) )
+ run->recieved[ run->recv_count ++ ] = fish->payload;
+
+ break;
+ }
+ }
+
+ fish->state = k_fish_state_dead;
+ continue;
+ }
+
+
+ if( cell_current->config == k_cell_type_merge )
+ {
+ // Can only move up
+ fish->dir[0] = 0;
+ fish->dir[1] = -1;
+ fish->flow_reversed = 0;
+ }
+ else
+ {
+ if( cell_current->config == k_cell_type_split )
+ {
+ // Flip flop L/R
+ fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+ fish->dir[1] = 0;
+
+ if( !(cell_current->state & FLAG_TARGETED) )
+ cell_current->state ^= FLAG_FLIP_FLOP;
+ }
+ else
+ {
+ // Apply cell out-flow
+ struct cell_description *desc = &cell_descriptions[ cell_current->config ];
+
+ v2i_copy( fish->flow_reversed? desc->start: desc->end, fish->dir );
+ }
+
+ v2i pos_next;
+ v2i_add( fish->pos, fish->dir, pos_next );
+
+ struct cell *cell_next = pcell( pos_next );
+
+ if( cell_next->state & (FLAG_CANAL|FLAG_OUTPUT) )
+ {
+ struct cell_description *desc = &cell_descriptions[ cell_next->config ];
+
+ if( cell_next->config == k_cell_type_merge )
+ {
+ if( fish->dir[0] == 0 )
+ fish->state = k_fish_state_dead;
+ else
+ fish->flow_reversed = 0;
+ }
+ else
+ {
+ if( cell_next->config == k_cell_type_split )
+ {
+ if( fish->dir[0] == 0 )
+ {
+ sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
+ cell_next->state |= FLAG_FLIP_ROTATING;
+
+ fish->flow_reversed = 0;
+ }
+ else
+ fish->state = k_fish_state_dead;
+ }
+ else
+ fish->flow_reversed = ( fish->dir[0] != -desc->start[0] ||
+ fish->dir[1] != -desc->start[1] )? 1: 0;
+ }
+ }
+ else
+ fish->state = world_check_pos_ok( fish->pos )? k_fish_state_bg: k_fish_state_dead;
+ }
+
+ //v2i_add( fish->pos, fish->dir, fish->pos );
+ }
+ else if( fish->state == k_fish_state_bg )
+ {
+ v2i_add( fish->pos, fish->dir, fish->pos );
+
+ if( !world_check_pos_ok( fish->pos ) )
+ fish->state = k_fish_state_dead;
+ else
+ {
+ struct cell *cell_entry = pcell( fish->pos );
+
+ if( cell_entry->state & FLAG_CANAL )
+ {
+ if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u
+ || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d )
+ {
+ sw_set_achievement( "CAN_DO_THAT" );
+
+ fish->state = k_fish_state_soon_alive;
+
+ fish->dir[0] = 0;
+ fish->dir[1] = 0;
+ fish->flow_reversed = 1;
+
+ switch( cell_entry->config )
+ {
+ case k_cell_type_con_r: fish->dir[0] = 1; break;
+ case k_cell_type_con_l: fish->dir[0] = -1; break;
+ case k_cell_type_con_u: fish->dir[1] = 1; break;
+ case k_cell_type_con_d: fish->dir[1] = -1; break;
+ }
+ }
+ }
+ }
+ }
+ else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); }
+
+ if( fish->state >= k_fish_state_alive )
+ alive_count ++;
+ }
+
+ // Second pass (triggers)
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->state == k_fish_state_alive )
+ {
+ v2i_add( fish->pos, fish->dir, fish->pos );
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( cell_current->state & FLAG_IS_TRIGGER )
+ {
+ int trigger_id = cell_current->links[0]?0:1;
+ int connection_id = cell_current->links[trigger_id];
+ int target_px = connection_id % world.w;
+ int target_py = (connection_id - target_px)/world.w;
+
+ vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff );
+
+ struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
+
+ cell_current->state |= FLAG_TRIGGERED;
+
+ if( trigger_id )
+ target_peice->state |= FLAG_FLIP_FLOP;
+ else
+ target_peice->state &= ~FLAG_FLIP_FLOP;
+ }
+ }
+ }
+
+ // Third pass (collisions)
+ struct fish *fi, *fj;
+
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ fi = &world.fishes[i];
+
+ if( fi->state == k_fish_state_alive )
+ {
+ int continue_again = 0;
+
+ for( int j = i+1; j < world.num_fishes; j ++ )
+ {
+ fj = &world.fishes[j];
+
+ if( (fj->state == k_fish_state_alive) )
+ {
+ v2i fi_prev;
+ v2i fj_prev;
+
+ v2i_sub( fi->pos, fi->dir, fi_prev );
+ v2i_sub( fj->pos, fj->dir, fj_prev );
+
+ int
+ collide_next_frame = (
+ (fi->pos[0] == fj->pos[0]) &&
+ (fi->pos[1] == fj->pos[1]))? 1: 0,
+ collide_this_frame = (
+ (fi_prev[0] == fj->pos[0]) &&
+ (fi_prev[1] == fj->pos[1]) &&
+ (fj_prev[0] == fi->pos[0]) &&
+ (fj_prev[1] == fi->pos[1])
+ )? 1: 0;
+
+ if( collide_next_frame || collide_this_frame )
+ {
+ sw_set_achievement( "BANG" );
+
+ // Shatter death (+0.5s)
+ float death_time = collide_this_frame? 0.0f: 0.5f;
+
+ fi->state = k_fish_state_soon_dead;
+ fj->state = k_fish_state_soon_dead;
+ fi->death_time = death_time;
+ fj->death_time = death_time;
+
+ continue_again = 1;
+ break;
+ }
+ }
+ }
+ if( continue_again )
+ continue;
+ }
+ }
+
+ // Spawn fishes
+ 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;
+
+ if( is_input )
+ {
+ if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
+ {
+ struct fish *fish = &world.fishes[ world.num_fishes ];
+ v2i_copy( term->pos, fish->pos );
+
+ fish->state = k_fish_state_alive;
+ fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+
+ struct cell *cell_ptr = pcell( fish->pos );
+
+ if( cell_ptr->config != k_cell_type_stub )
+ {
+ struct cell_description *desc = &cell_descriptions[ cell_ptr->config ];
+
+ v2i_copy( desc->start, fish->dir );
+ fish->flow_reversed = 1;
+
+ world.num_fishes ++;
+ alive_count ++;
+ }
+ }
+ }
+ }
+
+ if( alive_count == 0 )
+ {
+ world.completed = 1;
+
+ 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;
+
+ if( !is_input )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+
+ if( run->recv_count == run->condition_count )
+ {
+ for( int j = 0; j < run->condition_count; j ++ )
+ {
+ if( run->recieved[j] != run->conditions[j] )
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+ else
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+
+ if( world.completed )
+ {
+ if( world.sim_run < world.max_runs-1 )
+ {
+ vg_success( "Run passed, starting next\n" );
+ world.sim_run ++;
+ world.sim_frame = 0;
+ world.sim_start = vg_time;
+ world.num_fishes = 0;
+
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+
+ continue;
+ }
+ else
+ {
+ vg_success( "Level passed!\n" );
+
+ u32 score = 0;
+ for( int i = 0; i < world.w*world.h; i ++ )
+ if( world.data[ i ].state & FLAG_CANAL )
+ score ++;
+
+ world.score = score;
+ world.time = world.sim_frame;
+
+ // Copy into career data
+ if( world.pCmpLevel )
+ {
+ career_pass_level( world.pCmpLevel, world.score, 1 );
+ }
+ }
+ }
+ else
+ {
+ if( world.sim_run > 0 )
+ sw_set_achievement( "GOOD_ENOUGH" );
+
+ vg_error( "Level failed :(\n" );
+ }
+
+ simulation_stop();
+ break;
+ }
+
+ world.sim_frame ++;
+ }
+
+ // Position update
+ // =====================================================================================================
+
+ float scaled_time = 0.0f;
+ scaled_time = (vg_time-world.sim_start)*world.sim_speed;
+ world.frame_lerp = scaled_time - (float)world.sim_frame;
+
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->state == k_fish_state_dead )
+ continue;
+
+ if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) )
+ continue; // Todo: particle thing?
+
+ struct cell *cell = pcell(fish->pos);
+ struct cell_description *desc = &cell_descriptions[ cell->config ];
+
+ v2f const *curve;
+
+ float t = world.frame_lerp;
+ if( fish->flow_reversed && !desc->is_linear )
+ t = 1.0f-t;
+
+ v2_copy( fish->physics_co, fish->physics_v );
+
+ switch( cell->config )
+ {
+ case k_cell_type_merge:
+ if( fish->dir[0] == 1 )
+ curve = curve_12;
+ else
+ curve = curve_9;
+ break;
+ case k_cell_type_con_r: curve = curve_1; break;
+ case k_cell_type_con_l: curve = curve_4; break;
+ case k_cell_type_con_u: curve = curve_2; break;
+ case k_cell_type_con_d: curve = curve_8; break;
+ case 3: curve = curve_3; break;
+ case 6: curve = curve_6; break;
+ case 9: curve = curve_9; break;
+ case 12: curve = curve_12; break;
+ case 7:
+ if( t > curve_7_linear_section )
+ {
+ t -= curve_7_linear_section;
+ t *= (1.0f/(1.0f-curve_7_linear_section));
+
+ curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
+ }
+ else curve = NULL;
+ break;
+ default: curve = NULL; break;
+ }
+
+ if( curve )
+ {
+ float t2 = t * t;
+ float t3 = t * t * t;
+
+ float cA = 3.0f*t2 - 3.0f*t3;
+ float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+ float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+ fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+ fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+ fish->physics_co[0] += (float)fish->pos[0];
+ fish->physics_co[1] += (float)fish->pos[1];
+ }
+ else
+ {
+ v2f origin;
+ origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+ origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+
+ fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
+ fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
+ }
+ }
+ }
+}
+
+void leaderboard_found( LeaderboardFindResult_t *pCallback );
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
+
+static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
+{
+ v2i full_start = { 0,0 };
+ v2i full_end = { world.w, world.h };
+
+ if( !start || !end )
+ {
+ start = full_start;
+ end = full_end;
+ }
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+ for( int y = start[1]; y < end[1]; y ++ )
+ {
+ for( int x = start[0]; x < end[0]; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+ int selected = world.selected == y*world.w + x;
+
+ int tile_offsets[][2] =
+ {
+ {2, 0}, {0, 3}, {0, 2}, {2, 2},
+ {1, 0}, {2, 3}, {3, 2}, {1, 3},
+ {3, 1}, {0, 1}, {1, 2}, {2, 1},
+ {1, 1}, {3, 3}, {2, 1}, {2, 1}
+ };
+
+ int uv[2] = { 3, 0 };
+
+ if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+ {
+ uv[0] = tile_offsets[ cell->config ][0];
+ uv[1] = tile_offsets[ cell->config ][1];
+ } else continue;
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
+ if( selected )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
+ draw_mesh( 0, 2 );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+ }
+ else
+ draw_mesh( 0, 2 );
+ }
+ }
+}
+
+/*
+static void draw_numbers( v3f coord, int number )
+{
+ v3f pos;
+ v3_copy( coord, pos );
+ int digits[8]; int i = 0;
+
+ while( number > 0 && i < 8 )
+ {
+ digits[i ++] = number % 10;
+ number = number / 10;
+ }
+
+ for( int j = 0; j < i; j ++ )
+ {
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos );
+ draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] );
+ pos[0] += pos[2] * 0.75f;
+ }
+}*/
+
+static void wbutton_run( enum e_world_button btn_name )
+{
+ struct cell_button *btn = &world.buttons[btn_name];
+
+ // Interaction
+
+ int is_hovering = (world.tile_x == world.w-1 && world.tile_y == world.h-btn_name-2)?1:0;
+ if( vg_get_button_up( "primary" ) && is_hovering )
+ {
+ // Click event
+ btn->pressed ^= 0x1;
+
+ if( btn_name == k_world_button_sim )
+ {
+ if( btn->pressed )
+ {
+ vg_success( "Starting simulation!\n" );
+
+ sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+ world.sim_start = vg_time;
+ world.sim_run = 0;
+ world.sim_speed = 2.5f;
+
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+
+ io_reset();
+ }
+ else
+ {
+ simulation_stop();
+ }
+ }
+ }
+
+ // Drawing
+ if( btn->pressed ) btn->light_target = is_hovering? 0.9f: 0.8f;
+ else btn->light_target = is_hovering? 0.2f: 0.0f;
+
+ if( vg_get_button( "primary" ) && is_hovering )
+ btn->light_target = 1.0f;
+
+ btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
+
+ glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
+ world.w-1,
+ world.h-btn_name-2,
+ (float)btn_name,
+ 3.0f
+ );
+ glUniform4f( SHADER_UNIFORM( shader_buttons, "uColour" ), 0.204f, 0.345f, 0.553f, btn->light );
+
+ draw_mesh( 0, 2 );
+}
+
+void vg_render(void)
+{
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
+ v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
+
+ // 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];
+
+ if( fish->state == k_fish_state_dead || fish->state == k_fish_state_bg )
+ continue;
+
+ if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) )
+ continue;
+
+ 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 );
+ glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
+ 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_ff );
+
+ // WIRES
+ // ========================================================================================================
+ glDisable(GL_BLEND);
+
+ SHADER_USE( shader_wire );
+ glBindVertexArray( world.wire.vao );
+
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+
+ if( world.id_drag_from )
+ {
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.06f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.06f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+
+ // Pulling animation
+ float rp_x1 = world.frame_lerp*9.0f;
+ float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+
+ 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 )
+ {
+ 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+0.5f;
+ endpoint[1] = y+0.5f;
+
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+ }
+ }
+ }
+
+ // I/O ARRAYS
+ // ========================================================================================================
+
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ use_mesh( &world.shapes );
+
+ int const circle_base = 4;
+ 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;
+
+ 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;
+
+ if( k & 0x1 )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 0.1f );
+ 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 )
+ {
+ colour_code_v3( term->runs[k].conditions[j], 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 ++ )
+ {
+ if( i == pack_selection )
+ gui_override_colours( &flcol_list_locked );
+
+ if( gui_button( 2000 + i ) == k_button_click )
+ pack_selection = i;
+
+ ui_global_ctx.cursor[1] += 2;
+ gui_text( 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)
+{
+ 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" );
+}
+
+void leaderboard_found( LeaderboardFindResult_t *pCallback )
+{
+ 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();
+ }
+ }
+ }
+}
+
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
+{
+ // 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" );
+}
+
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
+{
+ 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 );
+}
+
+// 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;
+}
+
+// START UP / SHUTDOWN
+// ===========================================================================================================
+