level selector
[fishladder.git] / fishladder.c
index 1f9db88f07d4fe952231bcea148551cfbe48dfc8..76e09a20dcac919fdadbb0fda5010fd6ce0f758c 100644 (file)
@@ -5,6 +5,35 @@
 #include "vg/vg.h"
 #include "fishladder_resources.h"
 
+/*
+       Todo for release:
+               Tutorial levels:
+                       1. Transport
+                       2. Split
+                       3. Merge (and explode)
+                       4. Principle 1 (divide colours)
+                       5. Principle 2 (combine colours)
+                       
+               Trainee levels:
+                       Simple maths                    (x3)
+                       Colour ordering                 (x2)
+                       Routing problems                (x2)
+                       
+               Medium levels:
+                       Reverse order
+               
+               New things to program:
+                       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
+                       
+                       
+       After release:
+               
+*/
+
 const char *level_pack_1[] = { 
        "level0", 
        "level1", 
@@ -326,7 +355,7 @@ struct world
        
        int num_fishes;
        
-       char map_name[128];
+       char map_name[64];
        struct career_level *ptr_career_level;
        
        u32 score;
@@ -373,9 +402,9 @@ static int map_load( const char *str, const char *name )
        // Scan for width
        for(;; world.w ++)
        {
-               if( str[world.w] == ';' )
+               if( c[world.w] == ';' )
                        break;
-               else if( !str[world.w] )
+               else if( !c[world.w] )
                {
                        vg_error( "Unexpected EOF when parsing level\n" );
                        return 0;
@@ -1237,7 +1266,7 @@ void vg_update(void)
        world.tile_y = floorf( world.tile_pos[1] );
 
        // Tilemap editing
-       if( !world.simulating )
+       if( !world.simulating && !gui_want_mouse() )
        {
                v2_copy( vg_mouse_ws, drag_to_co );
        
@@ -1936,6 +1965,27 @@ void vg_render(void)
        }
        
        
+       // Level title
+       ui_begin( &ui_global_ctx, 512, 256 );
+       
+       ui_global_ctx.override_colour = 0xff9a8a89;
+       //ui_text( &ui_global_ctx, world.map_title, 6, 0 );
+       ui_global_ctx.override_colour = 0xffffffff;
+       
+       ui_resolve( &ui_global_ctx );
+       
+       m3x3f world_text;
+       m3x3_copy( vg_pv, world_text );
+       m3x3_translate( world_text, (v3f){ 1.55f, 1.9f, 0.0f } );
+       m3x3_rotate( world_text, VG_PIf*0.5f );
+       m3x3_scale( world_text, (v3f){0.01f,-0.01f,0.01f} );
+       
+       ui_draw( &ui_global_ctx, world_text );
+       
+       // Main
+       // =========================================================================================
+       
+       use_mesh( &world.tile );
        SHADER_USE( shader_tile_main );
 
        m2x2f subtransform;
@@ -2190,104 +2240,187 @@ void vg_render(void)
                
        use_mesh( &world.numbers );
        draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
-               
-       // Level selection UI
-       use_mesh( &world.circle );
-       float ratio = ((float)vg_window_x/(float)vg_window_y);
-       
-       m3x3f ui_view = M3X3_IDENTITY;
-       m3x3_scale( ui_view, (v3f){ 1.0f, ratio, 1.0f } );
-       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
+}
+
+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
+};
 
-       // Calculate mouse in UIsp
-       v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f,
-                                                                 (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(-1.0f/ratio), 0.0125f };
 
-       // Get selected level
-       const float selection_scale = 0.05f;
-       int const level_count = vg_list_size( level_pack_1 );
-       int level_select = -1;
        
-       if( mouse_ui_space[0] <= -0.8f )
-       {
-               float levels_range = (float)level_count*selection_scale*0.6f;
-               float level_offset = ((-mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
-               level_select = ceilf( level_offset );
+static void draw_levels_list( struct cmp_level *levels, int count, int unlocked )
+{
+       static struct ui_scrollbar sb = {
+               .bar_height = 400
+       };
+       
+       ui_px view_height = ui_global_ctx.cursor[3];
+       ui_px level_height = 50;
 
-               // Draw selector
-               if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
+       // 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 )
                {
-                       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
-                       
-                       use_mesh( &world.tile );
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
-                               -1.0f, 
-                               ((float)level_count - (float)level_select * 2.0f ) * selection_scale * 0.6f,
-                               selection_scale
-                       );
-                       draw_mesh( 2, 2 );
+                       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( i < 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 );
                        
-                       use_mesh( &world.circle );
+                       if( i < unlocked )
+                       {
+                               if( gui_button( 2 + i ) == k_button_click )
+                               {
+                                       console_changelevel( 1, &lvl_info->map_name );
+                               }
                        
-                       if( vg_get_button_down( "primary" ) )
+                               ui_global_ctx.override_colour = 0xffffffff;
+                               gui_text( lvl_info->title, 3, 0 );
+                               ui_global_ctx.cursor[1] += 18;
+                               gui_text( "incomplete", 2, 0 );
+                       }
+                       else
                        {
-                               console_changelevel( 1, level_pack_1 + level_select );
+                               gui_button( 2 + i );
+                               
+                               ui_global_ctx.override_colour = 0xff786f6f;
+                               gui_text( "???", 3, 0 );
+                               ui_global_ctx.cursor[1] += 18;
+                               gui_text( "locked", 2, 0 );
                        }
+                       
+                       gui_end_down();
                }
+               
+               gui_reset_colours();            
+               gui_release_clip();
        }
-       else mouse_ui_space[1] = INFINITY;
+       gui_end_down();
+}
 
-       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
+void vg_ui(void)
+{
+       ui_global_ctx.cursor[0] = 0;
+       ui_global_ctx.cursor[1] = 0;
+       ui_global_ctx.cursor[2] = 256;
 
-       // Draw levels
-       for( int i = 0; i < level_count; i ++ )
-       {
-               struct career_level *clevel = &career.levels[i];
+       gui_fill_y();
        
-               v3f level_ui_space = { 
-                       -0.97f, 
-                       ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
-                       selection_scale * 0.5f
-               };
-               
-               float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
-               level_ui_space[2] *= scale;
-               
-               glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
-               
-               if( clevel->completed )
-                       draw_mesh( filled_start, filled_count );
-               else
-                       draw_mesh( empty_start, empty_count );
-       }
+       ui_global_ctx.id_base = 4 << 16;
        
-       // Level scores
-       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f*1.25f, 0.39f*1.25f, 0.45f*1.25f, 1.0f );
-       
-       use_mesh( &world.numbers );
-       for( int i = 0; i < level_count; i ++ )
+       static int pack_selection = 0;
+       static struct pack_info
+       {
+               struct cmp_level *levels;
+               u32 level_count;
+               const char *name;
+       }
+       pack_infos[] = 
        {
-               struct career_level *clevel = &career.levels[i];
+               {
+                       .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"
+               }
+       };
        
-               v3f level_ui_space = { 
-                       -0.94f, 
-                       ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
-                       0.02f
-               };
+       gui_new_node();
+       {
+               gui_fill_rect( ui_global_ctx.cursor, 0xff5577ff );
+               
+               gui_text( "ASSIGNMENTS", 4, 0 );
+               
+               ui_global_ctx.cursor[1] += 30;
+               ui_global_ctx.cursor[3] = 25;
                
-               if( clevel->completed )
-                       draw_numbers( level_ui_space, clevel->score );
+               gui_new_node();
+               {
+                       ui_rect_pad( ui_global_ctx.cursor, 2 );
+                       ui_global_ctx.cursor[2] = 84;
                        
-               level_ui_space[0] = -0.975f;
-               level_ui_space[1] -= 0.01f;
-               draw_numbers( level_ui_space, i );
-       }
-       
-       //use_mesh( &world.numbers );
-       //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
-}
+                       for( int i = 0; i < 3; i ++ )
+                       {
+                               if( i == pack_selection )
+                                       gui_override_colours( &flcol_list_locked );
 
-void vg_ui(void)
-{
-       ui_test();
+                               if( gui_button( 2000 + i ) == k_button_click )
+                                       pack_selection = i;
+                               
+                               ui_global_ctx.cursor[1] += 2;
+                               gui_text( pack_infos[i].name, 2, 0 );
+                               gui_end_right();
+                               
+                               gui_reset_colours();
+                       } 
+               }
+               gui_end_down();
+               
+               ui_global_ctx.cursor[3] = 500;
+               
+               draw_levels_list( pack_infos[ pack_selection ].levels, pack_infos[ pack_selection ].level_count, 3 );
+       }
+       gui_end();
 }