added basic leaderboard fetching
[fishladder.git] / fishladder.c
index 4ff74588763a3990458addab078b3b00a87c1d42..7f47fdb54a49c96a1a5e9cfe8a913f88ef590861 100644 (file)
@@ -1,9 +1,39 @@
 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
 
-//#define VG_STEAM
+#define VG_STEAM
+#define VG_STEAM_APPID 1218140U
 #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", 
@@ -245,7 +275,8 @@ enum e_fish_state
        k_fish_state_soon_dead = -1,
        k_fish_state_dead = 0,
        k_fish_state_alive,
-       k_fish_state_bg
+       k_fish_state_bg,
+       k_fish_state_soon_alive
 };
 
 struct world
@@ -270,6 +301,7 @@ struct world
        int simulating;
        int sim_run, max_runs;
        
+       float sim_speed;
        float frame_lerp;
        
        struct cell_terminal
@@ -323,13 +355,12 @@ struct world
        
        int num_fishes;
        
-       char map_name[128];
+       char map_name[64];
        struct career_level *ptr_career_level;
        
        u32 score;
        u32 completed;
        u32 time;
-       
 } world = {};
 
 static void map_free(void)
@@ -371,9 +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;
@@ -706,6 +737,7 @@ static void map_serialize( FILE *stream )
 int main( int argc, char *argv[] )
 {
        vg_init( argc, argv, "Marble Computing | SPACE: Test | LeftClick: Toggle tile | RightClick: Drag wire" );
+       return 0;
 }
 
 static int console_credits( int argc, char const *argv[] )
@@ -842,8 +874,12 @@ static int console_changelevel( int argc, char const *argv[] )
        return 0;
 }
 
+void leaderboard_found( LeaderboardFindResult_t *pCallback );
 void vg_start(void)
 {
+       // Steamworks callbacks
+       sw_leaderboard_found = &leaderboard_found;
+
        vg_function_push( (struct vg_cmd){
                .name = "_map_write",
                .function = console_save_map
@@ -1234,7 +1270,7 @@ 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 );
        
@@ -1356,6 +1392,7 @@ void vg_update(void)
                        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;
@@ -1367,7 +1404,7 @@ void vg_update(void)
        // Fish ticks
        if( world.simulating )
        {       
-               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
+               while( world.sim_frame < (int)((vg_time-world.sim_start)*world.sim_speed) )
                {
                        //vg_info( "frame: %u\n", world.sim_frame );
                        sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
@@ -1394,6 +1431,9 @@ void vg_update(void)
                                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;
                                
@@ -1488,7 +1528,7 @@ void vg_update(void)
                                                        fish->state = world_check_pos_ok( fish->pos )? k_fish_state_bg: k_fish_state_dead;
                                        }
                                        
-                                       v2i_add( fish->pos, fish->dir, fish->pos );
+                                       //v2i_add( fish->pos, fish->dir, fish->pos );
                                }
                                else if( fish->state == k_fish_state_bg )
                                {
@@ -1505,7 +1545,9 @@ void vg_update(void)
                                                        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 )
                                                        {
-                                                               fish->state = k_fish_state_alive;
+                                                               sw_set_achievement( "CAN_DO_THAT" );
+                                                       
+                                                               fish->state = k_fish_state_soon_alive;
                                                                
                                                                fish->dir[0] = 0;
                                                                fish->dir[1] = 0;
@@ -1535,6 +1577,7 @@ void vg_update(void)
                                
                                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 )
@@ -1559,23 +1602,58 @@ void vg_update(void)
                        }
                        
                        // Third pass (collisions)
+                       struct fish *fi, *fj;
+                       
                        for( int i = 0; i < world.num_fishes; i ++ )
                        {
-                               if( world.fishes[i].state == k_fish_state_alive )
+                               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 ++ )
                                        {
-                                               if( (world.fishes[j].state == k_fish_state_alive) && 
-                                                        (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
-                                                        (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
+                                               fj = &world.fishes[j];
+                                               
+                                               if( (fj->state == k_fish_state_alive) )
                                                {
-                                                       // Shatter death (+0.5s)
-                                                       world.fishes[i].state = k_fish_state_soon_dead;
-                                                       world.fishes[j].state = k_fish_state_soon_dead;
-                                                       world.fishes[i].death_time = 0.5f;
-                                                       world.fishes[j].death_time = 0.5f;
+                                                       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;
                                }
                        }
                        
@@ -1654,6 +1732,10 @@ void vg_update(void)
                                                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
@@ -1671,6 +1753,9 @@ void vg_update(void)
                                }
                                else
                                {
+                                       if( world.sim_run > 0 )
+                                               sw_set_achievement( "GOOD_ENOUGH" );
+                                       
                                        vg_error( "Level failed :(\n" );
                                }
                                
@@ -1690,7 +1775,7 @@ void vg_update(void)
                }
                
                float scaled_time = 0.0f;
-               scaled_time = (vg_time-world.sim_start)*2.0f;
+               scaled_time = (vg_time-world.sim_start)*world.sim_speed;
                world.frame_lerp = scaled_time - (float)world.sim_frame;
                
                // Update positions
@@ -1884,6 +1969,27 @@ 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;
@@ -2138,104 +2244,308 @@ 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
+};
 
-       // 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 };
+static ui_colourset flcol_list_locked = {
+       .main = 0xff655959,
+       .hover = 0xff655959,
+       .active = 0xff655959
+};
 
-       // Get selected level
-       const float selection_scale = 0.05f;
-       int const level_count = vg_list_size( level_pack_1 );
-       int level_select = -1;
+static struct
+{
+       SteamLeaderboard_t steam_leaderboard;
+       int leaderboard_matches;
        
-       if( mouse_ui_space[0] <= -0.8f )
+       struct cmp_level *level_selected;
+} 
+ui_data;
+
+void vg_ui(void)
+{
+       // UI memory
+       static int pack_selection = 0;
+       static struct pack_info
        {
-               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 );
+               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;
 
-               // Draw selector
-               if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
+       gui_fill_y();
+       
+       ui_global_ctx.id_base = 4 << 16;
+       
+       gui_new_node();
+       {
+               gui_capture_mouse( 9999 );
+               gui_fill_rect( ui_global_ctx.cursor, 0xff5577ff );
+               
+               gui_text( "ASSIGNMENTS", 8, 0 );
+               
+               ui_global_ctx.cursor[1] += 30;
+               ui_global_ctx.cursor[3] = 25;
+               
+               gui_new_node();
                {
-                       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 );
-                       
-                       use_mesh( &world.circle );
+                       ui_rect_pad( ui_global_ctx.cursor, 2 );
+                       ui_global_ctx.cursor[2] = 84;
                        
-                       if( vg_get_button_down( "primary" ) )
+                       for( int i = 0; i < 3; i ++ )
                        {
-                               console_changelevel( 1, level_pack_1 + level_select );
-                       }
-               }
-       }
-       else mouse_ui_space[1] = INFINITY;
-
-       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
+                               if( i == pack_selection )
+                                       gui_override_colours( &flcol_list_locked );
 
-       // Draw levels
-       for( int i = 0; i < level_count; i ++ )
-       {
-               struct career_level *clevel = &career.levels[i];
-       
-               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
-               };
+                               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();
                
-               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;
+               ui_global_ctx.cursor[3] = 500;
                
-               glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
+               // DRAW LEVEL SELECTION LIST
+               {
+                       struct cmp_level *levels = pack_infos[ pack_selection ].levels;
+                       int count = pack_infos[ pack_selection ].level_count;
+                       int unlocked = 3000;
                
-               if( clevel->completed )
-                       draw_mesh( filled_start, filled_count );
-               else
-                       draw_mesh( empty_start, empty_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( 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 );
+                                       
+                                       if( i < unlocked )
+                                       {
+                                               if( gui_button( 2 + i ) == k_button_click )
+                                               {
+                                                       ui_data.level_selected = &levels[i];
+                                                       ui_data.leaderboard_matches = 0;
+                                                       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 );
+                                       }
+                                       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();
        
-       // Level scores
-       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f*1.25f, 0.39f*1.25f, 0.45f*1.25f, 1.0f );
+       // Selected level UI
+       // ============================================================
        
-       use_mesh( &world.numbers );
-       for( int i = 0; i < level_count; i ++ )
+       if( ui_data.level_selected )
        {
-               struct career_level *clevel = &career.levels[i];
-       
-               v3f level_ui_space = { 
-                       -0.94f, 
-                       ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
-                       0.02f
-               };
+               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;
                
-               if( clevel->completed )
-                       draw_numbers( level_ui_space, clevel->score );
+               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();
                        
-               level_ui_space[0] = -0.975f;
-               level_ui_space[1] -= 0.01f;
-               draw_numbers( level_ui_space, i );
+                       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] = 30;
+                       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, 0 );
+                       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" );
+                                       
+                               gui_text( "Restore Solution", 6, 0 );
+                               gui_end_right();
+                       }
+                       
+                       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 )
+                               {
+                                       console_changelevel( 1, &ui_data.level_selected->map_name );
+                                       ui_data.level_selected = NULL;
+                                       ui_data.leaderboard_matches = 0;
+                               }
+                               gui_text( "Play", 6, 0 );
+                               gui_end();
+                       }
+                       
+                       gui_reset_colours();
+               }
+               gui_end_right();
+               
+               if( ui_data.leaderboard_matches )
+               {
+                       ui_global_ctx.cursor[0] += 16;
+                       ui_global_ctx.cursor[3] = 250;
+                       
+                       // If has results
+                       gui_new_node();
+                       {
+                               gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
+                       }
+                       gui_end();
+               }
        }
-       
-       //use_mesh( &world.numbers );
-       //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
 }
 
-void vg_ui(void)
+void leaderboard_found( LeaderboardFindResult_t *pCallback )
 {
-       ui_test();
+       if( !pCallback->m_bLeaderboardFound )
+               vg_error( "Leaderboard could not be found\n" );
+       
+       ui_data.steam_leaderboard = pCallback->m_hSteamLeaderboard;
+       ui_data.leaderboard_matches = 0;
+       
+       if( ui_data.level_selected )
+               if( !strcmp( sw_get_leaderboard_name( ui_data.steam_leaderboard ), ui_data.level_selected->map_name ) )
+                       ui_data.leaderboard_matches = 1;
 }