// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
//#define VG_CAPTURE_MODE
-#define VG_STEAM
+//#define VG_STEAM
#define VG_STEAM_APPID 1218140U
#include "vg/vg.h"
+
+enum world_button_mode
+{
+ k_world_button_mode_once,
+ k_world_button_mode_toggle
+};
+
+struct world_button
+{
+ v2i position;
+
+ float light_target, light, extra_light;
+ int state;
+
+ enum world_button_mode mode;
+};
+
+enum world_button_status
+{
+ k_world_button_on_enable,
+ k_world_button_on_disable
+};
+
#include "fishladder_resources.h"
// #define STEAM_LEADERBOARDS
k_world_button_none = -1,
k_world_button_sim = 0,
k_world_button_pause = 1,
- k_world_button_speedy = 2
+ k_world_button_speedy = 2,
+ k_world_button_settings = 3
};
#define FLAG_CANAL 0x1
}
text_buffers;
-struct world
+static struct world
{
+ struct
+ {
+ struct world_button buttons[4];
+ float zoom;
+ }
+ st;
+
#pragma pack(push,1)
struct cell
{
v2i pos;
//int id;
}
- *io;
-
- struct cell_button
- {
- float light_target, light;
- int pressed;
- }
- buttons[4];
+ *io;
int w, h;
u16 id_drag_from;
v2f drag_from_co;
v2f drag_to_co;
+}
+world =
+{
+ .st =
+ {
+ .buttons = { { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle } }
+ }
};
// Forward declerations
// World buttons
// -------------
-static struct cell_button *get_wbutton( enum e_world_button btn );
-static void wbutton_run( enum e_world_button btn_name, v2f btn_tex );
-static void wbutton_draw( v2i pos, v2f tex, v4f colour );
static void level_selection_buttons(void);
// Map/world interface
static int cell_interactive( v2i co );
void vg_update(void);
-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 );
void vg_render(void);
// Leaderboard stuff
// -----------------
+#ifdef STEAM_LEADERBOARDS
void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
void leaderboard_dispatch_score(void);
void leaderboard_found( LeaderboardFindResult_t *pCallback );
void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+#endif
+
+// Console commands
+// ----------------
static int console_credits( int argc, char const *argv[] );
static int console_save_map( int argc, char const *argv[] );
static int console_load_map( int argc, char const *argv[] );
m3x3f m_view;
m3x3f m_mdl;
-struct world world;
-
// UTILITY
// ===========================================================================================================
glBindVertexArray( m->vao );
}
-static struct cell_button *get_wbutton( enum e_world_button btn )
-{
- return &world.buttons[ btn ];
-}
-
void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
// WORLD/MAP
{
u8 *px = &info_buffer[((x*64)+y)*4];
- px[0] = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F );
+ // Fade out edges of world so that there isnt an obvious line
+ int dist_x = 16 - VG_MIN( VG_MIN( x, 16 ), 16-VG_MAX( x-16-world.w, 0 ) );
+ int dist_y = 16 - VG_MIN( VG_MIN( y, 16 ), 16-VG_MAX( y-16-world.h, 0 ) );
+ int dist = VG_MAX( dist_x, dist_y ) * 16;
+
+ int value = VG_MAX( 0, 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ) - dist );
+
+ px[0] = value;
px[1] = 0;
px[2] = 0;
px[3] = 0;
// Level selection area
- for( int i = 0; i < vg_list_size( button_grids ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct button_grid *grid = &button_grids[ i ];
-
+ struct career_level_pack *grid = &career_packs[ i ];
+
+ int j = 0;
+
for( int y = 0; y < grid->dims[1]; y ++ )
{
for( int x = 0; x < grid->dims[0]; x ++ )
{
u8 *px = &info_buffer[((y+16+grid->origin[1])*64+16+x+grid->origin[0])*4];
px[0] = 0x10;
+
+ if( j < grid->count )
+ {
+ struct cmp_level *lvl = &grid->pack[ j ++ ];
+ v2i_add( grid->origin, (v2i){x,y}, lvl->btn.position );
+ }
}
}
}
strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
world.initialzed = 1;
+
+ // Setup world button locations
+ for( int i = 0; i < vg_list_size( world.st.buttons ); i ++ )
+ {
+ struct world_button *btn = &world.st.buttons[i];
+ btn->position[0] = world.w -1;
+ btn->position[1] = world.h -i -2;
+ }
+
return 1;
IL_REG_ERROR:
memset( encoded.reserved, 0, sizeof( encoded.reserved ) );
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
{
{
if( score < lvl->completed_score || lvl->completed_score == 0 )
{
+ #ifdef VG_STEAM
if( !lvl->is_tutorial && upload )
leaderboard_set_score( lvl, score );
-
+ #endif
+
lvl->completed_score = score;
}
if( lvl->unlock ) career_unlock_level( lvl->unlock );
+ #ifdef VG_STEAM
if( lvl->achievement )
{
sw_set_achievement( lvl->achievement );
}
-
+
// Check ALL maps to trigger master engineer
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
{
}
sw_set_achievement( "MASTER_ENGINEER" );
+ #endif
}
}
vg_info( "No save file... Using blank one\n" );
// Reset memory
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
career_reset_level( &set->pack[j] );
// Header information
// =================================
+ struct cmp_level *lvl_to_load = &career_packs[0].pack[0];
+
// Decode everything from dstate
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
{
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;
- gen_level_text( world.pCmpLevel );
- }
- }
+ lvl_to_load = lvl;
}
}
+ if( console_changelevel( 1, &lvl_to_load->map_name ) )
+ {
+ world.pCmpLevel = lvl_to_load;
+ gen_level_text( world.pCmpLevel );
+ }
+
career_load_success = 1;
}
// ===========================================================================================================
static int is_simulation_running(void)
{
- return world.buttons[ k_world_button_sim ].pressed;
+ return world.st.buttons[ k_world_button_sim ].state;
}
static void clear_animation_flags(void)
static void simulation_stop(void)
{
- world.buttons[ k_world_button_sim ].pressed = 0;
- world.buttons[ k_world_button_pause ].pressed = 0;
+ world.st.buttons[ k_world_button_sim ].state = 0;
+ world.st.buttons[ k_world_button_pause ].state = 0;
world.num_fishes = 0;
world.sim_frame = 0;
world.sim_frame = 0;
world.sim_run = 0;
- world.sim_delta_speed = world.buttons[ k_world_button_speedy ].pressed? 10.0f: 2.5f;
+ world.sim_delta_speed = world.st.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f;
world.sim_delta_ref = vg_time;
world.sim_internal_ref = 0.0f;
world.sim_internal_time = 0.0f;
return 1;
}
-void vg_update(void)
+static void vg_update(void)
{
// Camera
// ========================================================================================================
static float size_current = 2.0f;
static v3f origin_current = { 0.0f, 0.0f, 0.0f };
+ static v2f drag_offset = { 0.0f, 0.0f };
+ static v2f view_point = { 0.0f, 0.0f };
+ v2f result_view;
+
+ size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f;
- size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f;
-
- v3f origin;
+ v2f origin;
+ v2f vt_target;
+
origin[0] = floorf( -0.5f * ((float)world.w-4.5f) );
origin[1] = floorf( -0.5f * world.h );
- origin[2] = 0.0f;
+ // Create and clamp result view
+ v2_add( view_point, drag_offset, result_view );
+ result_view[0] = vg_clampf( result_view[0], -world.st.zoom, world.st.zoom );
+ result_view[1] = vg_clampf( result_view[1], -world.st.zoom*r1, world.st.zoom*r1 );
+
+ v2_add( origin, result_view, vt_target );
+
// Lerp towards target
- size_current = vg_lerpf( size_current, size, vg_time_delta * 6.0f );
- v2_lerp( origin_current, origin, vg_time_delta * 6.0f, origin_current );
+ size_current = vg_lerpf( size_current, size - world.st.zoom, vg_time_delta * 6.0f );
+ v2_lerp( origin_current, vt_target, vg_time_delta * 6.0f, origin_current );
m3x3_projection( m_projection, -size_current, size_current, -size_current*r1, size_current*r1 );
m3x3_identity( m_view );
world.tile_x = floorf( world.tile_pos[0] );
world.tile_y = floorf( world.tile_pos[1] );
+ // Camera dragging
+ {
+ static v2f drag_origin; // x/y pixel
+
+ if( vg_get_button_down( "tertiary" ) )
+ v2_copy( vg_mouse, drag_origin );
+ else if( vg_get_button( "tertiary" ) )
+ {
+ // get offset
+ v2_sub( vg_mouse, drag_origin, drag_offset );
+ v2_div( drag_offset, (v2f){ vg_window_x, vg_window_y }, drag_offset );
+ v2_mul( drag_offset, (v2f){ size_current*2.0f, -size_current*r1*2.0f }, drag_offset );
+ }
+ else
+ {
+ v2_copy( result_view, view_point );
+ v2_copy( (v2f){0.0f,0.0f}, drag_offset );
+ }
+ }
+
+ // Zooming
+ {
+ v2f mview_local;
+ v2f mview_new;
+ v2f mview_cur;
+ v2f mview_delta;
+ float rsize;
+
+ rsize = size-world.st.zoom;
+
+ v2_div( vg_mouse, (v2f){ vg_window_x*0.5f, vg_window_y*0.5f }, mview_local );
+ v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_cur );
+
+ world.st.zoom = vg_clampf( world.st.zoom + vg_mouse_wheel[1], 0.0f, size - 4.0f );
+
+ // Recalculate new position
+ rsize = size-world.st.zoom;
+ v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_new );
+
+ // Apply offset
+ v2_sub( mview_new, mview_cur, mview_delta );
+ v2_add( mview_delta, view_point, view_point );
+ }
+
// Tilemap
// ========================================================================================================
if( !is_simulation_running() && !gui_want_mouse() )
{
float old_time = world.sim_internal_time;
- if( !world.buttons[ k_world_button_pause ].pressed )
+ if( !world.st.buttons[ k_world_button_pause ].state )
world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed;
else
world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f );
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 )
{
+ #ifdef VG_STEAM
sw_set_achievement( "CAN_DO_THAT" );
-
+ #endif
+
fish->state = k_fish_state_soon_alive;
fish->dir[0] = 0;
{
fj = &world.fishes[j];
- if( (fj->state == k_fish_state_alive) )
+ if( fj->state == k_fish_state_alive )
{
v2i fi_prev;
v2i fj_prev;
if( collide_next_frame || collide_this_frame )
{
+ #ifdef VG_STEAM
sw_set_achievement( "BANG" );
-
+ #endif
+
// Shatter death (+0.5s)
float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f );
world.sim_delta_ref = vg_time;
world.sim_internal_ref = 0.0f;
- if( world.buttons[ k_world_button_pause ].pressed )
+ if( world.st.buttons[ k_world_button_pause ].state )
world.pause_offset_target = 0.5f;
else
world.pause_offset_target = 0.0f;
}
else
{
+ #ifdef VG_STEAM
if( world.sim_run > 0 )
sw_set_achievement( "GOOD_ENOUGH" );
-
+ #endif
+
vg_error( "Level failed :(\n" );
}
}
}
-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 };
}
}
-static void wbutton_run( enum e_world_button btn_name, v2f btn_tex )
+static int world_button_exec( struct world_button *btn, v2f texture, v3f colour, enum world_button_status *status )
{
- static v3f button_colours[] = {
- {0.204f, 0.345f, 0.553f},
- {0.204f, 0.345f, 0.553f},
- {0.553f, 0.345f, 0.204f},
- {1.0f, 0.0f, 0.0f}
- };
+ static v2i click_grab = { -9999, -9999 };
- struct cell_button *btn = &world.buttons[btn_name];
-
- // Interaction
- int tex_offset = 0;
-
- 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 )
+ // Reset click_grab
+ if( !btn )
{
- // Click event
- if( btn_name == k_world_button_sim )
- {
- if( world.buttons[ k_world_button_pause ].pressed )
- {
- if( !btn->pressed )
- {
- btn->pressed = 1;
- simulation_start();
-
- world.pause_offset_target = 0.5f;
- }
- else
- world.pause_offset_target += 1.0f;
- }
- else
- {
- btn->pressed ^= 0x1;
-
- if( btn->pressed )
- simulation_start();
- else
- simulation_stop();
- }
- }
- else if( btn_name == k_world_button_pause )
- {
- btn->pressed ^= 0x1;
-
- world.sim_internal_ref = world.sim_internal_time;
- world.sim_delta_ref = vg_time;
-
- if( btn->pressed )
- {
- float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
- world.pause_offset_target = 0.5f - time_frac;
- }
- else
- world.pause_offset_target = 0.0f;
- }
- else if( btn_name == k_world_button_speedy )
- {
- btn->pressed ^= 0x1;
-
- world.sim_delta_speed = btn->pressed? 10.0f: 2.5f;
- world.sim_delta_ref = vg_time;
- world.sim_internal_ref = world.sim_internal_time;
- }
- else
- {
- btn->pressed ^= 0x1;
- }
-
- sfx_set_play( &audio_clicks, &audio_system_ui, btn->pressed?1:0 );
- }
-
- // Drawing
- if( btn->pressed )
- {
- if( is_hovering )
- {
- btn->light_target = 0.9f;
- }
- else
- {
- if( btn_name == k_world_button_sim && world.buttons[ k_world_button_pause ].pressed )
- btn->light_target = fabsf(sinf( vg_time * 2.0f )) * 0.3f + 0.3f;
- else
- btn->light_target = 0.8f;
- }
+ click_grab[0] = -9999;
+ click_grab[1] = -9999;
+ return 0;
}
- else
- {
+
+ v2i click_tile = { world.tile_x, world.tile_y };
+
+ int triggered = 0;
+ int is_hovering = v2i_eq( click_tile, btn->position );
+
+ // Set up light targets before logic runs
+ if( btn->state )
+ 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 );
-
- // Draw
- if( btn_name == k_world_button_sim && world.buttons[ k_world_button_sim ].pressed )
+ // Process click action
+ if( is_hovering )
{
- if( world.buttons[ k_world_button_pause ].pressed )
- tex_offset = 3;
- else
- tex_offset = 2;
+ if( vg_get_button_down( "primary" ) && is_hovering )
+ v2i_copy( click_tile, click_grab );
+ else if( v2i_eq( click_grab, click_tile ) && vg_get_button_up( "primary" ) )
+ {
+ // Click event
+ *status = btn->state? k_world_button_on_disable: k_world_button_on_enable;
+
+ if( btn->mode == k_world_button_mode_toggle )
+ btn->state ^= 0x1;
+
+ sfx_set_play( &audio_clicks, &audio_system_ui, btn->state? 1:0 );
+ triggered = 1;
+ }
}
-
+
+ // Drawing stage
v4f final_colour;
- v3_copy( button_colours[ btn_name ], final_colour );
- final_colour[3] = btn->light;
- glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
- world.w-1,
- world.h-btn_name-2,
- (float)(btn_tex[0]+tex_offset),
- btn_tex[1]
+ btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f );
+
+ v3_copy( colour, final_colour );
+ final_colour[3] = btn->light;
+
+ glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
+ btn->position[0],
+ btn->position[1],
+ texture[0],
+ texture[1]
);
glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
-
draw_mesh( 0, 2 );
-}
-static void wbutton_draw( v2i pos, v2f tex, v4f colour )
-{
- glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
- pos[0],
- pos[1],
- tex[0],
- tex[1]
- );
- glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, colour );
- draw_mesh( 0, 2 );
+ return triggered;
}
static void level_selection_buttons(void)
{
v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
v3f locked_colour = { 0.2f, 0.2f, 0.2f };
-
- v2f tex_coord = { 0.0f, 0.0f };
- v4f final_colour = { 0.0f, 0.0f, 0.0f, 0.2f };
- v2i button_pos;
- static struct cmp_level *select_from = NULL;
+
struct cmp_level *switch_level_to = NULL;
-
- if( vg_get_button_down( "primary" ) )
- select_from = NULL;
-
- for( int i = 0; i < vg_list_size( button_grids ); i ++ )
+
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct button_grid *grid = &button_grids[i];
-
- int j = 0;
+ struct career_level_pack *grid = &career_packs[i];
- for( int x = 0; x < grid->dims[0]; x ++ )
+ for( int j = 0; j < grid->count; j ++ )
{
- for( int y = 0; y < grid->dims[1]; y ++ )
- {
- if( j < grid->count )
- {
- struct cmp_level *lvl = &grid->levels[ j ];
-
- // Determine colour
- if( lvl->unlocked )
- {
- if( lvl->is_tutorial )
- v3_copy( tutorial_colour, final_colour );
- else
- v3_copy( grid->primary_colour, final_colour );
-
- if( lvl->completed_score )
- final_colour[3] = 0.8f;
- else
- final_colour[3] = 0.2f;
- }
- else
- {
- v3_copy( locked_colour, final_colour );
- final_colour[3] = 0.2f;
- }
-
- v2i_add( grid->origin, (v2i){ x,y }, button_pos );
- int is_hovering = v2i_eq( (v2i){world.tile_x, world.tile_y}, button_pos );
+ struct cmp_level *lvl = &grid->pack[ j ];
- if( is_hovering )
- {
- final_colour[3] += 0.1f;
-
- // Up click
- if( vg_get_button_up( "primary" ) )
- if( select_from == lvl && lvl->unlocked )
- {
- switch_level_to = lvl;
- sfx_set_play( &audio_clicks, &audio_system_ui, 1 );
- }
-
- // Start click
- if( vg_get_button_down( "primary" ) )
- select_from = lvl;
-
- if( vg_get_button( "primary" ) )
- final_colour[3] += 0.2f;
- }
-
- if( world.pCmpLevel == lvl )
- {
- final_colour[3] += 0.15f + fabsf(sinf( vg_time * 2.0f )) * 0.05f;
-
- if( lvl->completed_score )
- final_colour[3] += 0.1f;
- }
-
- wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour );
- }
- else break;
-
- j ++;
+ if( world.pCmpLevel == lvl )
+ lvl->btn.extra_light = 0.35f + fabsf(sinf( vg_time * 2.0f )) * 0.05f;
+ else lvl->btn.extra_light = 0.2f;
+
+ if( lvl->completed_score )
+ lvl->btn.extra_light += 0.8f;
+
+ enum world_button_status status;
+ if( world_button_exec(
+ &lvl->btn,
+ (v2f){0.0f,0.0f},
+ lvl->unlocked? (lvl->is_tutorial? tutorial_colour: grid->primary_colour): locked_colour,
+ &status
+ ))
+ {
+ if( status == k_world_button_on_enable && lvl->unlocked )
+ switch_level_to = lvl;
}
}
}
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, world.random_samples );
glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
-
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); // (sinf( vg_time ) + 1.0f) * 0.5f );
+
draw_mesh( 0, 2 );
// TILESET BACKGROUND LAYER
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 );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uVisibility" ), 2.0f ); // sinf( vg_time ) + 1.0f );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
vg_tex2d_bind( &tex_ball_noise, 0 );
glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
- if( get_wbutton( k_world_button_sim )->pressed )
+ if( world.st.buttons[ k_world_button_sim ].state )
{
for( int i = 0; i < world.num_fishes; i ++ )
{
vg_tex2d_bind( &tex_buttons, 0 );
glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
- wbutton_run( k_world_button_sim, (v2f){ 0.0f, 3.0f } );
- wbutton_run( k_world_button_pause, (v2f){ 1.0f, 3.0f } );
- wbutton_run( k_world_button_speedy, (v2f){ 0.0f, 2.0f } );
+ enum world_button_status stat;
+ int world_paused = world.st.buttons[k_world_button_pause].state;
+ int world_running = world.st.buttons[k_world_button_sim].state;
+
+ float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f);
+
+ v3f btn_dark_blue = { 0.204f, 0.345f, 0.553f };
+ v3f btn_orange = { 0.553f, 0.345f, 0.204f };
+
+ if( world_button_exec( &world.st.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, btn_dark_blue, &stat ))
+ {
+ if( stat == k_world_button_on_enable )
+ {
+ simulation_start();
+
+ if( world_paused )
+ world.pause_offset_target = 0.5f;
+ }
+ else
+ {
+ if( world_paused )
+ {
+ // Trigger single step
+ world.pause_offset_target += 1.0f;
+ world.st.buttons[k_world_button_sim].state = 1;
+ }
+ else
+ {
+ simulation_stop();
+ }
+ }
+ }
+ if( world_button_exec( &world.st.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat ))
+ {
+ world.sim_internal_ref = world.sim_internal_time;
+ world.sim_delta_ref = vg_time;
+
+ if( stat == k_world_button_on_enable )
+ {
+ float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
+ world.pause_offset_target = 0.5f - time_frac;
+ }
+ else
+ world.pause_offset_target = 0.0f;
+ }
+
+ if( world_button_exec( &world.st.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, btn_orange, &stat ))
+ {
+ world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f;
+
+ if( !world_paused )
+ {
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = world.sim_internal_time;
+ }
+ }
+
+ if( world_button_exec( &world.st.buttons[k_world_button_settings], (v2f){ 1.0f, 2.0f }, btn_orange, &stat ))
+ {
+ //world.st.state = k_game_settings;
+ }
+
level_selection_buttons();
+ if( vg_get_button_up( "primary" ) )
+ world_button_exec( NULL, NULL, NULL, NULL );
+
// TEXT ELEMENTS
// ========================================================================================================
SHADER_USE( shader_sdf );
void vg_ui(void) {}
+#if STEAM_LEADERBOARDS
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.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" );
}
}
}
-#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 )
{
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" );
leaderboard_dispatch_score();
else
sw_find_leaderboard( cmp_level->map_name );
-#endif
}
+#endif
// CONSOLE COMMANDS
// ===========================================================================================================
console_save_map( 0, NULL );
if( console_load_map( argc, argv ) )
{
+ world_static.zoom = 0.0f;
simulation_stop();
return 1;
}
}
resource_load_main();
-
+
// Create text buffers
{
// Work out the counts for each 'segment'
size_level_texts = 6*9*7
;
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
{
struct cmp_level *lvl = &set->pack[j];
void vg_free(void)
{
+#ifdef VG_STEAM
sw_free_opengl();
+#endif
+
console_save_map( 0, NULL );
career_serialize();