world buttons
[fishladder.git] / fishladder.c
index 12666a8158ffcf80eb4aa165fabc5d5341c704cb..13f3623c78bddb084298c5f8627ef9f03f1bed0b 100644 (file)
@@ -26,8 +26,8 @@
                        UI text element renderer (SDF)                          DONE(sorta)
                        Particle system thing for ball collision        
                        Level descriptions / titles                                     HALF
-                       Row Gridlines for I/O
-                       Play button / Speed controller
+                       Row Gridlines for I/O                                                   DONE
+                       Play button / Speed controller                          ( play buttern, pause, speed control, step button )
                        
                        
        After release:
@@ -48,72 +48,6 @@ const char *level_pack_1[] = {
        "thirds"
 };
 
-#pragma pack(push,1)
-struct career_state
-{
-       u32 version;
-
-       struct career_level
-       {
-               u32 score;
-               u32 time;
-               u32 completed;
-       }
-       levels[ vg_list_size( level_pack_1 ) ]; 
-}
-career = { .version = 1 };
-#pragma pack(pop)
-
-static void career_serialize(void)
-{
-       vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) );
-}
-
-static void career_load(void)
-{
-       i64 sz;
-       struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz );
-       
-       memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) );
-       
-       if( cr )
-       {
-               if( sz > sizeof( struct career_state ) )
-                       vg_warn( "This save file is too big! Some levels will be lost\n" );
-               
-               if( sz <= offsetof( struct career_state, levels ) )
-               {
-                       vg_error( "This save file is too small to have a header\n" );
-                       free( cr );
-                       return;
-               }
-               
-               u32 const size_header = offsetof(struct career_state, levels);
-               u32 const size_levels = sizeof(struct career_state)-size_header;
-               u32 const size_levels_input = sz - size_header;
-               
-               memcpy( (void*)career.levels, (void*)cr->levels, size_levels_input );
-               
-               if( sz < sizeof( struct career_state ) )
-               {
-                       memset( ((void*)career.levels) + size_levels_input, 0, size_levels-size_levels_input );
-               }
-               
-               free( cr );
-               vg_success( "Loaded save file... Info:\n" );
-               
-               for( int i = 0; i < vg_list_size( career.levels ); i ++ )
-               {
-                       struct career_level *lvl = &career.levels[i];
-                       vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl->score, lvl->time, lvl->completed );
-               }
-       }
-       else
-       {
-               vg_info( "No save file... Using blank one\n" );
-       }
-}
-
 m3x3f m_projection;
 m3x3f m_view;
 m3x3f m_mdl;
@@ -214,7 +148,9 @@ float const curve_7_linear_section = 0.1562f;
 v3f colour_sets[] =
 { { 1.0f, 0.9f, 0.3f },
   { 0.2f, 0.9f, 0.14f },
-  { 0.4f, 0.8f, 1.00f } };
+  { 0.4f, 0.8f, 1.00f },
+  { 0.882f, 0.204f, 0.922f }
+};
 
 static void colour_code_v3( char cc, v3f target )
 {
@@ -279,6 +215,14 @@ enum e_fish_state
        k_fish_state_soon_alive
 };
 
+enum e_world_button
+{
+       k_world_button_none = -1,
+       k_world_button_sim = 0,
+       k_world_button_ff = 1,
+       k_world_button_wire_mode = 2
+};
+
 struct world
 {
 #pragma pack(push,1)
@@ -298,7 +242,6 @@ struct world
        
        int sim_frame;
        float sim_start;
-       int simulating;
        int sim_run, max_runs;
        
        float sim_speed;
@@ -324,9 +267,16 @@ struct world
        }
        *io;
        
+       struct cell_button
+       {
+               float light_target, light;
+               int pressed;
+       }
+       buttons[4];
+       
        int w, h;
        
-       struct mesh tile, circle, numbers;
+       struct mesh shapes, numbers;
        struct mesh_wire
        {
                GLuint vao, vbo, ebo;
@@ -356,12 +306,20 @@ struct world
        int num_fishes;
        
        char map_name[64];
-       struct career_level *ptr_career_level;
+       //struct career_level *ptr_career_level;
+       struct cmp_level *pCmpLevel;
        
        u32 score;
        u32 completed;
        u32 time;
-} world = {};
+} world;
+
+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 );
 
 static void map_free(void)
 {      
@@ -390,6 +348,51 @@ static void io_reset(void)
        }
 }
 
+int random_noise[] = {
+0x46,0xD5,0xB8,0xD3,0xF2,0xE5,0xCC,0x07,0xD0,0xB3,0x7A,0xA2,0xC3,0xDA,0xDC,0x7F,0xE0,0xB7,0x42,0xA0,0xBF,0x41,0x92,0x32,0x6F,0x0D,0x45,0xC7,0x54,0xDB,0x30,0xC2,
+0xD5,0xDA,0x55,0x09,0xDE,0x74,0x48,0x20,0xE1,0x24,0x5C,0x4D,0x6F,0x36,0xD8,0xE9,0x8D,0x8F,0x54,0x99,0x98,0x51,0xFE,0xDB,0x26,0x04,0x65,0x57,0x56,0xF3,0x53,0x30,
+0x3D,0x16,0xC0,0xB6,0xF2,0x47,0xCF,0x62,0xB0,0x6C,0x8F,0x4F,0x8C,0x4C,0x17,0xF0,0x19,0x7E,0x2D,0x81,0x8D,0xFB,0x10,0xD3,0x49,0x50,0x60,0xFD,0x38,0x15,0x3B,0xEE,
+0x05,0xC1,0xCF,0x62,0x97,0x75,0xDF,0x4E,0x4D,0x89,0x5E,0x88,0x5C,0x30,0x8C,0x54,0x1D,0x39,0x41,0xEA,0xA2,0x63,0x12,0x1B,0x8E,0x35,0x22,0x9B,0x98,0xA3,0x7F,0x80,
+0xD6,0x27,0x94,0x66,0xB5,0x1D,0x7E,0xDF,0x96,0x28,0x38,0x3A,0xA0,0xE8,0x71,0x09,0x62,0x5E,0x9D,0x53,0x58,0x1B,0x7D,0x0D,0x2D,0x99,0x77,0x83,0xC3,0x89,0xC2,0xA2,
+0xA7,0x1D,0x78,0x80,0x37,0xC1,0x87,0xFF,0x65,0xBF,0x2C,0xF1,0xE5,0xB3,0x09,0xE0,0x25,0x92,0x83,0x0F,0x8A,0x57,0x3C,0x0B,0xC6,0xBC,0x44,0x16,0xE3,0xCE,0xC3,0x0D,
+0x69,0xD3,0xC6,0x99,0xB8,0x46,0x44,0xC4,0xF3,0x1E,0xBF,0xF5,0xB4,0xDB,0xFB,0x93,0xA1,0x7B,0xC9,0x08,0x77,0x22,0xE5,0x02,0xEF,0x9E,0x90,0x94,0x8A,0xA6,0x3D,0x7E,
+0xA2,0xA0,0x10,0x82,0x47,0x5C,0xAA,0xF8,0x2F,0x0D,0x9F,0x76,0xDA,0x99,0x0F,0xCB,0xE2,0x02,0x0C,0x75,0xCA,0x35,0x29,0xA6,0x49,0x83,0x6D,0x91,0xB4,0xEC,0x31,0x69,
+0xBA,0x13,0xF3,0xC7,0x21,0x06,0xC8,0x79,0xEF,0xB1,0x9C,0x6A,0xEE,0x64,0x9A,0xDC,0x1E,0xC6,0x18,0x93,0xA9,0x7E,0x89,0x7D,0x96,0xE5,0x44,0xB8,0x00,0x15,0xAF,0x8C,
+0x78,0x8F,0xA8,0x05,0xA7,0x07,0x25,0x9A,0xC8,0x5D,0x90,0x1A,0x41,0x53,0x30,0xD3,0x24,0x33,0x71,0xB4,0x50,0x6E,0xE4,0xEA,0x0D,0x2B,0x6D,0xF5,0x17,0x08,0x74,0x49,
+0x71,0xC2,0xAC,0xF7,0xDC,0xB2,0x7E,0xCC,0xB6,0x1B,0xB8,0xA9,0x52,0xCF,0x6B,0x51,0xD2,0x4E,0xC9,0x43,0xEE,0x2E,0x92,0x24,0xBB,0x47,0x4D,0x0C,0x3E,0x21,0x53,0x19,
+0xD4,0x82,0xE2,0xC6,0x93,0x85,0x0A,0xF8,0xFA,0x04,0x07,0xD3,0x1D,0xEC,0x03,0x66,0xFD,0xB1,0xFB,0x8F,0xC5,0xDE,0xE8,0x29,0xDF,0x23,0x09,0x9D,0x7C,0x43,0x3D,0x4D,
+0x89,0xB9,0x6F,0xB4,0x6B,0x4A,0x51,0xC3,0x94,0xF4,0x7C,0x5E,0x19,0x87,0x79,0xC1,0x80,0x0C,0x45,0x12,0xEC,0x95,0xF3,0x31,0x68,0x42,0xE1,0x06,0x57,0x0E,0xA7,0xFB,
+0x78,0x96,0x87,0x23,0xA5,0x20,0x7A,0x09,0x3A,0x45,0xE6,0xD9,0x5E,0x6A,0xD6,0xAA,0x29,0x50,0x92,0x4E,0xD0,0xB5,0x91,0xC2,0x9A,0xCF,0x07,0xFE,0xB2,0x15,0xEB,0xE4,
+0x84,0x40,0x14,0x47,0xFA,0x93,0xB9,0x06,0x69,0xDB,0xBD,0x4E,0xEA,0x52,0x9B,0xDE,0x5B,0x50,0x36,0xAB,0xB3,0x1F,0xD2,0xCD,0x9C,0x13,0x07,0x7E,0x8B,0xED,0x72,0x62,
+0x74,0x77,0x3B,0x88,0xAC,0x5B,0x6A,0xBC,0xDA,0x99,0xE8,0x24,0x90,0x5A,0xCA,0x8D,0x5C,0x2B,0xF8,0xF1,0xE1,0x1D,0x94,0x11,0xEA,0xCC,0x02,0x09,0x1E,0xA2,0x48,0x67,
+0x87,0x5A,0x7E,0xC6,0xCC,0xA3,0xFB,0xC5,0x36,0xEB,0x5C,0xE1,0xAF,0x1E,0xBE,0xE7,0xD8,0x8F,0x70,0xAE,0x42,0x05,0xF5,0xCD,0x2D,0xA2,0xB0,0xFD,0xEF,0x65,0x2C,0x22,
+0xCB,0x8C,0x8B,0xAA,0x3D,0x86,0xE2,0xCD,0xBE,0xC3,0x42,0x38,0xE3,0x9C,0x08,0xB5,0xAE,0xBD,0x54,0x73,0x83,0x70,0x24,0x47,0xCA,0x4C,0x04,0xC4,0xE0,0x1D,0x40,0xED,
+0xF4,0x2B,0x50,0x8E,0x97,0xB3,0xF0,0xA6,0x76,0xDB,0x49,0x30,0xE5,0xD9,0x71,0x07,0xB2,0xF1,0x0F,0xD6,0x77,0xAA,0x72,0xC0,0xAF,0x66,0xD8,0x40,0xC6,0x08,0x19,0x8C,
+0xD9,0x8F,0x5A,0x75,0xAC,0xBE,0xC2,0x40,0x5B,0xBD,0x0D,0x1D,0x00,0xAF,0x26,0x5E,0x78,0x43,0xAA,0xC6,0x4F,0xF3,0xD8,0xE2,0x7F,0x0C,0x1E,0x77,0x4D,0x35,0x96,0x23,
+0x32,0x44,0x03,0x8D,0x92,0xE7,0xFD,0x48,0x07,0xD0,0x58,0xFC,0x6D,0xC9,0x91,0x33,0xF0,0x23,0x45,0xA4,0x29,0xB9,0xF5,0xB0,0x68,0x8F,0x7B,0x59,0x15,0x8E,0xA6,0x66,
+0x15,0xA0,0x76,0x9B,0x69,0xCB,0x38,0xA5,0xF4,0xB4,0x6B,0xDC,0x1F,0xAB,0xAE,0x12,0x77,0xC0,0x8C,0x4A,0x03,0xB9,0x73,0xD3,0x6D,0x52,0xC5,0xF5,0x6E,0x4E,0x4B,0xA3,
+0x24,0x02,0x58,0xEE,0x5F,0xF9,0xD6,0xD0,0x1D,0xBC,0xF4,0xB8,0x4F,0xFD,0x4B,0x2D,0x34,0x77,0x46,0xE5,0xD4,0x33,0x7B,0x9C,0x35,0xCD,0xB0,0x5D,0x06,0x39,0x99,0xEB,
+0x0C,0xD0,0x0F,0xF7,0x92,0xB5,0x58,0x5B,0x5E,0x79,0x12,0xF4,0x05,0xF6,0x21,0x07,0x0B,0x49,0x1A,0xFB,0xD4,0x98,0xC4,0xEF,0x7A,0xD6,0xCA,0xA1,0xDA,0xB3,0x51,0x00,
+0x76,0xEC,0x08,0x48,0x40,0x35,0xD7,0x94,0xBE,0xF5,0x7B,0xA4,0x20,0x81,0x5F,0x82,0xF3,0x6F,0x96,0x24,0x98,0xB6,0x49,0x18,0xC8,0xC5,0x8C,0xD2,0x38,0x7F,0xC4,0xF6,
+0xAA,0x87,0xDC,0x73,0x5B,0xA1,0xAF,0xE5,0x3D,0x37,0x6B,0x85,0xED,0x38,0x62,0x7D,0x57,0xBD,0xCF,0xB5,0x1B,0xA8,0xBB,0x32,0x33,0xD3,0x34,0x5A,0xC1,0x5D,0xFB,0x28,
+0x6E,0xE1,0x67,0x51,0xBB,0x31,0x92,0x83,0xAC,0xAA,0x72,0x52,0xFD,0x13,0x4F,0x73,0xD3,0xF0,0x5E,0xFC,0xBA,0xB1,0x3C,0x7B,0x08,0x76,0x03,0x38,0x1E,0xD1,0xCC,0x33,
+0xA3,0x1E,0xFC,0xE0,0x82,0x30,0x27,0x93,0x71,0x35,0x75,0x77,0xBA,0x78,0x10,0x33,0xCD,0xAB,0xCF,0x8E,0xAD,0xF9,0x32,0xC9,0x15,0x9F,0xD6,0x6D,0xA8,0xAE,0xB1,0x3F,
+0x90,0xEB,0xD4,0xF9,0x31,0x81,0xA3,0x53,0x99,0x4B,0x3C,0x93,0x3B,0xFE,0x55,0xFF,0x25,0x9F,0xCC,0x07,0xC5,0x2C,0x14,0xA7,0xA4,0x1E,0x6C,0xB6,0x91,0x2A,0xE0,0x3E,
+0x7F,0x39,0x0A,0xD9,0x24,0x3C,0x01,0xA0,0x30,0x99,0x8E,0xB8,0x1D,0xF9,0xA7,0x78,0x86,0x95,0x35,0x0E,0x21,0xDA,0x7A,0x7B,0xAD,0x9F,0x4E,0xF6,0x63,0x5B,0x96,0xBB,
+0x87,0x36,0x3F,0xA7,0x1A,0x66,0x91,0xCD,0xB0,0x3B,0xC0,0x4F,0x54,0xD2,0x5F,0xBB,0x38,0x89,0x1C,0x79,0x7E,0xA2,0x02,0xE4,0x80,0x84,0x1E,0x33,0xAB,0x74,0xFA,0xBE,
+0x31,0x46,0x2E,0xC5,0x15,0xB9,0x12,0xE9,0xD3,0x73,0x43,0xEA,0x74,0x11,0xA7,0xC0,0xD5,0xD8,0x39,0x08,0x9F,0x4F,0xC7,0x71,0x25,0x09,0x51,0x65,0xD6,0xA8,0x02,0x1F
+};
+
+static int hash21i( v2i p, u32 umod )
+{
+       return random_noise[ (random_noise[p[1] & 1023] + p[0]) & 1023 ] & umod;
+}
+
+static struct cell *pcell( v2i pos )
+{
+       return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
 static void map_reclassify( v2i start, v2i end, int update_texbuffer );
 static int map_load( const char *str, const char *name )
 {
@@ -420,7 +423,7 @@ static int map_load( const char *str, const char *name )
        
        char link_id_buffer[32];
        int link_id_n = 0;
-       
+
        for(;;)
        {
                if( !*c )
@@ -596,13 +599,65 @@ static int map_load( const char *str, const char *name )
        // Update data texture to fill out the background
        {
                u8 info_buffer[64*64*4];
-               for( int i = 0; i < 64*64; i ++ )
+               for( int x = 0; x < 64; x ++ )
                {
-                       u8 *px = &info_buffer[i*4];
-                       px[0] = 255;
-                       px[1] = 0;
-                       px[2] = 0;
-                       px[3] = 0;
+                       for( int y = 0; y < 64; y ++ )
+                       {
+                               u8 *px = &info_buffer[((x*64)+y)*4];
+                               
+                               px[0] = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F );
+                               px[1] = 0;
+                               px[2] = 0;
+                               px[3] = 0;
+                       }
+               }
+
+               // Random walks.. kinda
+               for( int i = 0; i < arrlen(world.io); i ++ )
+               {
+                       struct cell_terminal *term = &world.io[ i ];
+                       int posx = term->id % world.w;
+                       int posy = (term->id - posx)/world.w;
+                       
+                       v2i turtle;
+                       v2i turtle_dir;
+                       int original_y;
+                       
+                       turtle[0] = 16+posx;
+                       turtle[1] = 16+posy;
+                       
+                       turtle_dir[0] = 0;
+                       turtle_dir[1] = pcell((v2i){ posx,posy })->state & FLAG_INPUT? 1: -1;
+                       original_y = turtle_dir[1];
+                       
+                       for( int i = 0; i < 100; i ++ )
+                       {
+                               info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;
+                               
+                               v2i_add( turtle_dir, turtle, turtle );
+                               
+                               if( turtle[0] == 0 ) break;
+                               if( turtle[0] == 63 ) break;
+                               if( turtle[1] == 0 ) break;
+                               if( turtle[1] == 63 ) break;
+                               
+                               int random_value = hash21i( turtle, 0xFF );
+                               if( random_value > 255-40 && !turtle_dir[0] )
+                               {
+                                       turtle_dir[0] = -1;
+                                       turtle_dir[1] = 0;
+                               }
+                               else if( random_value > 255-80 && !turtle_dir[0] )
+                               {
+                                       turtle_dir[0] = 1;
+                                       turtle_dir[1] = 0;
+                               }
+                               else if( random_value > 255-100 )
+                               {
+                                       turtle_dir[0] = 0;
+                                       turtle_dir[1] = original_y;
+                               }
+                       }
                }
                
                glBindTexture( GL_TEXTURE_2D, world.background_data );
@@ -665,11 +720,6 @@ IL_REG_ERROR:
        return 0;
 }
 
-static struct cell *pcell( v2i pos )
-{
-       return &world.data[ pos[1]*world.w + pos[0] ];
-}
-
 static void map_serialize( FILE *stream )
 {
        for( int y = 0; y < world.h; y ++ )
@@ -806,7 +856,7 @@ static int console_load_map( int argc, char const *argv[] )
                if( text_source )
                {
                        vg_info( "Loading map: '%s'\n", map_path );
-                       world.ptr_career_level = NULL;
+                       world.pCmpLevel = NULL;
                        
                        if( !map_load( text_source, argv[0] ) )
                        {
@@ -814,17 +864,7 @@ static int console_load_map( int argc, char const *argv[] )
                                return 0;
                        }
                        
-                       free( text_source );
-                       
-                       for( int i = 0; i < vg_list_size( level_pack_1 ); i ++ )
-                       {
-                               if( !strcmp( level_pack_1[i], argv[0] ) )
-                               {
-                                       world.ptr_career_level = career.levels + i;
-                                       break;
-                               }
-                       }
-                       
+                       free( text_source );    
                        return 1;
                }
                else
@@ -842,7 +882,9 @@ static int console_load_map( int argc, char const *argv[] )
 
 static void simulation_stop(void)
 {
-       world.simulating = 0;
+       get_wbutton( k_world_button_sim )->pressed = 0;
+       get_wbutton( k_world_button_ff )->pressed = 0;
+       
        world.num_fishes = 0;
        world.sim_frame = 0;
        world.sim_run = 0;
@@ -854,6 +896,64 @@ static void simulation_stop(void)
        vg_info( "Stopping simulation!\n" );
 }
 
+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 );
+}
+
 static int console_changelevel( int argc, char const *argv[] )
 {
        if( argc >= 1 )
@@ -874,8 +974,157 @@ static int console_changelevel( int argc, char const *argv[] )
        return 0;
 }
 
+#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;
+                       }
+               }
+       }
+}
+
+void leaderboard_found( LeaderboardFindResult_t *pCallback );
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
+
 void vg_start(void)
 {
+       // Steamworks callbacks
+       sw_leaderboard_found = &leaderboard_found;
+       sw_leaderboard_downloaded = &leaderboard_downloaded;
+
        vg_function_push( (struct vg_cmd){
                .name = "_map_write",
                .function = console_save_map
@@ -896,24 +1145,18 @@ void vg_start(void)
                .function = console_credits
        });
 
-       // Quad mesh
+       // Combined quad, long quad / empty circle / filled circle mesh
        {
-               float quad_mesh[] =
-               {
+               float combined_mesh[6*8 + 32*6*3] = {
                        0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
                        0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                        
-                       0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
-                       0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
+                       0.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.2f,
+                       0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f
                };
                
-               init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
-       }
-       
-       // Circle mesh
-       {
-               float circle_mesh[32*6*3];
-               int res = vg_list_size( circle_mesh ) / (6*3);
+               float *circle_mesh = combined_mesh + 6*4;
+               int const res = 32;
 
                for( int i = 0; i < res; i ++ )
                {
@@ -937,7 +1180,7 @@ void vg_start(void)
                        v2_copy( v1, circle_mesh+i*6+2 );
                }
                
-               init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
+               init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_mesh ) );
        }
        
        // Numbers mesh
@@ -1028,12 +1271,13 @@ void vg_start(void)
        resource_load_main();
        
        // Restore gamestate
+       career_local_data_init();
        career_load();
-       console_load_map( 1, level_pack_1 );
 }
 
 void vg_free(void)
 {
+       sw_free_opengl();
        console_save_map( 0, NULL );
        career_serialize();
 
@@ -1046,8 +1290,7 @@ void vg_free(void)
        glDeleteBuffers( 1, &world.wire.vbo );
        glDeleteBuffers( 1, &world.wire.ebo );
 
-       free_mesh( &world.tile );
-       free_mesh( &world.circle );
+       free_mesh( &world.shapes );
        free_mesh( &world.numbers );
        
        map_free();
@@ -1188,7 +1431,7 @@ static void map_reclassify( v2i start, v2i end, int update_texbuffer )
                        else 
                        {
                                if( cell->state & FLAG_WALL )
-                                       height = 255;
+                                       height = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F );
                                
                                config = 0xF;
                        }
@@ -1266,7 +1509,7 @@ void vg_update(void)
        world.tile_y = floorf( world.tile_pos[1] );
 
        // Tilemap editing
-       if( !world.simulating && !gui_want_mouse() )
+       if( !get_wbutton( k_world_button_sim )->pressed && !gui_want_mouse() )
        {
                v2_copy( vg_mouse_ws, drag_to_co );
        
@@ -1359,7 +1602,9 @@ void vg_update(void)
                        }
                }
                else
+               {
                        world.selected = -1;
+               }
                        
                if( !(vg_get_button("secondary") && id_drag_from) )
                        id_drag_from = 0;
@@ -1370,35 +1615,8 @@ void vg_update(void)
                id_drag_from = 0;
        }
        
-       // Simulation stop/start
-       if( vg_get_button_down("go") )
-       {
-               if( world.simulating )
-               {
-                       simulation_stop();
-               }
-               else
-               {
-                       vg_success( "Starting simulation!\n" );
-                       
-                       sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
-                       
-                       world.simulating = 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();
-               }
-       }
-
        // Fish ticks
-       if( world.simulating )
+       if( get_wbutton( k_world_button_sim )->pressed )
        {       
                while( world.sim_frame < (int)((vg_time-world.sim_start)*world.sim_speed) )
                {
@@ -1745,6 +1963,12 @@ void vg_update(void)
                                                
                                                world.score = score;
                                                world.time = world.sim_frame;
+                                               
+                                               // Copy into career data
+                                               if( world.pCmpLevel )
+                                               {
+                                                       career_pass_level( world.pCmpLevel, world.score, 1 );
+                                               }
                                        }
                                }
                                else
@@ -1755,15 +1979,7 @@ void vg_update(void)
                                        vg_error( "Level failed :(\n" );
                                }
                                
-                               // Copy into career data
-                               if( world.ptr_career_level )
-                               {
-                                       world.ptr_career_level->score = world.score;
-                                       world.ptr_career_level->time = world.time;
-                                       world.ptr_career_level->completed = world.completed;
-                               }
-                               
-                               simulation_stop(); // TODO: Async?
+                               simulation_stop();
                                break;
                        }
                        
@@ -1940,7 +2156,7 @@ void vg_render(void)
        //          NOTE: this is for final optimisations ONLY!
        // ======================================================================
 
-       use_mesh( &world.tile );
+       use_mesh( &world.shapes );
        
        // Draw background
        
@@ -1966,6 +2182,8 @@ void vg_render(void)
        
        
        // Level title
+       // TODO: Fix this?
+       /*
        ui_begin( &ui_global_ctx, 512, 256 );
        
        ui_global_ctx.override_colour = 0xff9a8a89;
@@ -1981,11 +2199,12 @@ void vg_render(void)
        m3x3_scale( world_text, (v3f){0.01f,-0.01f,0.01f} );
        
        ui_draw( &ui_global_ctx, world_text );
+       */
        
        // Main
        // =========================================================================================
        
-       use_mesh( &world.tile );
+       use_mesh( &world.shapes );
        SHADER_USE( shader_tile_main );
 
        m2x2f subtransform;
@@ -2017,7 +2236,7 @@ void vg_render(void)
        glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
        
        // Draw 'fish'
-       if( world.simulating )
+       if( get_wbutton( k_world_button_sim )->pressed )
        {
                for( int i = 0; i < world.num_fishes; i ++ )
                {
@@ -2114,6 +2333,16 @@ void vg_render(void)
        
        //glDisable(GL_BLEND);
        
+       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 );
+       
+       
        // Draw connecting wires
        glDisable(GL_BLEND);
 
@@ -2169,12 +2398,15 @@ void vg_render(void)
 
        SHADER_USE( shader_tile_colour );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       use_mesh( &world.circle );
+       use_mesh( &world.shapes );
 
-       int const filled_start = 0;
-       int const filled_count = 32;
-       int const empty_start = 32;
-       int const empty_count = 32*2;
+       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);
        
        // Draw i/o arrays
        for( int i = 0; i < arrlen( world.io ); i ++ )
@@ -2188,15 +2420,25 @@ void vg_render(void)
                
                for( int k = 0; k < term->run_count; k ++ )
                {
+                       float y_offset = is_input? 1.2f: -0.2f;
+                       float y_h = (is_input? 0.2f: -0.2f) * (float)k;
+                       float y_row = is_input? 
+                                                               (y_offset + (float)posy + (float)(term->run_count-1)*0.2f) - y_h:
+                                                               (float)posy + y_offset + y_h;
+               
+                       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)posx, y_row - 0.1f, 1.0f );
+                               draw_mesh( 2, 2 );
+                       }
+               
                        for( int j = 0; j < term->runs[k].condition_count; j ++ )
                        {
-                               float y_offset = is_input? 1.2f: -0.2f;
-                               y_offset += (is_input? 0.2f: -0.2f) * (float)k;
-                               
-                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
-                               
                                if( is_input )
                                {
+                                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, y_row, 0.1f );
+                               
                                        colour_code_v3( term->runs[k].conditions[j], dot_colour );
                                        glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
                                
@@ -2208,6 +2450,8 @@ void vg_render(void)
                                }
                                else
                                {
+                                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, y_row, 0.1f );
+                               
                                        if( term->runs[k].recv_count > j )
                                        {
                                                colour_code_v3( term->runs[k].recieved[j], dot_colour );
@@ -2226,12 +2470,7 @@ void vg_render(void)
                }
        }
        
-       if( world.simulating )
-       {
-               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
-               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f );
-               draw_mesh( filled_start, filled_count );
-       }
+       glDisable(GL_BLEND);
        
        // Draw score
        float const score_bright = 1.25f;
@@ -2270,6 +2509,40 @@ static ui_colourset flcol_list_locked = {
        .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
@@ -2299,8 +2572,6 @@ void vg_ui(void)
                }
        };
        
-       static struct cmp_level *level_selected = NULL;
-       
        // UI Code
        ui_global_ctx.cursor[0] = 0;
        ui_global_ctx.cursor[1] = 0;
@@ -2313,7 +2584,7 @@ void vg_ui(void)
        gui_new_node();
        {
                gui_capture_mouse( 9999 );
-               gui_fill_rect( ui_global_ctx.cursor, 0xff5577ff );
+               gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
                
                gui_text( "ASSIGNMENTS", 8, 0 );
                
@@ -2348,8 +2619,7 @@ void vg_ui(void)
                {
                        struct cmp_level *levels = pack_infos[ pack_selection ].levels;
                        int count = pack_infos[ pack_selection ].level_count;
-                       int unlocked = 3000;
-               
+
                        static struct ui_scrollbar sb = {
                                .bar_height = 400
                        };
@@ -2385,7 +2655,7 @@ void vg_ui(void)
                                {
                                        struct cmp_level *lvl_info = &levels[i];
                                
-                                       if( i < unlocked )
+                                       if( lvl_info->unlocked )
                                        {
                                                if( lvl_info->completed_score != 0 )
                                                        gui_override_colours( i&0x1? &flcol_list_complete_a: &flcol_list_complete_b );
@@ -2395,15 +2665,21 @@ void vg_ui(void)
                                        else
                                                gui_override_colours( &flcol_list_locked );
                                        
-                                       if( i < unlocked )
+                                       if( lvl_info->unlocked )
                                        {
                                                if( gui_button( 2 + i ) == k_button_click )
-                                                       level_selected = &levels[i];
-                                       
+                                               {
+                                                       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( "incomplete", 4, 0 );
+                                               gui_text( lvl_info->completed_score>0? "passed": "incomplete", 4, 0 );
                                        }
                                        else
                                        {
@@ -2429,7 +2705,7 @@ void vg_ui(void)
        // Selected level UI
        // ============================================================
        
-       if( level_selected )
+       if( ui_data.level_selected )
        {
                ui_global_ctx.cursor[0] += 16;
                ui_global_ctx.cursor[1] += 16;
@@ -2442,7 +2718,7 @@ void vg_ui(void)
                        
                        gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
                        ui_global_ctx.cursor[1] += 4;
-                       gui_text( level_selected->title, 6, 0 );
+                       gui_text( ui_data.level_selected->title, 6, 0 );
                        
                        ui_global_ctx.cursor[1] += 30;
                        ui_rect_pad( ui_global_ctx.cursor, 8 );
@@ -2457,11 +2733,11 @@ void vg_ui(void)
                        ui_text_use_paragraph( &ui_global_ctx );
                        ui_global_ctx.cursor[1] += 2;
                        
-                       gui_text( level_selected->description, 5, 0 );
+                       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] = 30;
+                       ui_global_ctx.cursor[3] = 25;
                        ui_global_ctx.cursor[2] = 80;
                        
                        gui_align_bottom();
@@ -2469,9 +2745,9 @@ void vg_ui(void)
                        
                        if( gui_button( 3000 ) == k_button_click )
                        {
-                               level_selected = NULL;
+                               ui_data.level_selected = NULL;
                        }
-                       gui_text( "Back", 6, 0 );
+                       gui_text( "BACK", 6, k_text_alignment_center );
                        gui_end();
                        
                        gui_align_right();
@@ -2482,9 +2758,12 @@ void vg_ui(void)
                                gui_override_colours( &flcol_list_locked );
                                if( gui_button( 3001 ) == k_button_click )
                                        vg_error( "UNIMPLEMENTED\n" );
-                                       
-                               gui_text( "Restore Solution", 6, 0 );
+                               
+                               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;
@@ -2493,8 +2772,16 @@ void vg_ui(void)
                        {
                                gui_override_colours( &flcol_list_complete_a );
                                if( gui_button( 3002 ) == k_button_click )
-                                       console_changelevel( 1, &level_selected->map_name );
-                               gui_text( "Play", 6, 0 );
+                               {
+                                       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();
                        }
                        
@@ -2502,14 +2789,168 @@ void vg_ui(void)
                }
                gui_end_right();
                
-               ui_global_ctx.cursor[0] += 16;
-               ui_global_ctx.cursor[3] = 250;
+               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 );
                
-               // If has results
-               gui_new_node();
+               // Update UI state and request entries if this callback found the current UI level
+               if( ui_data.level_selected )
                {
-                       gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
+                       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();
+                       }
                }
-               gui_end();
        }
 }
+
+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 );
+}