added basic leaderboard fetching
[fishladder.git] / fishladder.c
index 8d1443b93cbc00af95013aa1e3e54482d70fb280..7f47fdb54a49c96a1a5e9cfe8a913f88ef590861 100644 (file)
 // 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"
 
-SHADER_DEFINE( shader_tile_colour,
-
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"
-       "uniform mat3 uPv;"
-       "uniform vec3 uOffset;"
-       ""
-       "void main()"
-       "{"
-               "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
-       "}",
-       
-       // FRAGMENT
-       "out vec4 FragColor;"
-       "uniform vec4 uColour;"
-       ""
-       "void main()"
-       "{"
-               "FragColor = uColour;"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uOffset", "uColour" })
-)
+/*
+       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", 
+       "level2", 
+       "level3", 
+       "level4",
+       "level5",
+       "level6",
+       "level7_combine",
+       "xor_small",
+       "sort",
+       "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;
 
-#define FLAG_INPUT 0x1
-#define FLAG_OUTPUT 0x2
-#define FLAG_CANAL 0x4
-#define FLAG_WALL 0x8
-#define FLAG_DROP_L 0x10
-#define FLAG_SPLIT 0x20
-#define FLAG_MERGER 0x40
-#define FLAG_DROP_R 0x80
+#define FLAG_CANAL             0x1
+#define FLAG_IS_TRIGGER 0x2
+#define FLAG_RESERVED0         0x4
+#define FLAG_RESERVED1         0x8
+
+#define FLAG_INPUT 0x10
+#define FLAG_OUTPUT 0x20
+#define FLAG_WALL 0x40
+
 #define FLAG_FLIP_FLOP 0x100
+#define FLAG_TRIGGERED 0x200
+#define FLAG_FLIP_ROTATING 0x400
+#define FLAG_TARGETED 0x800
+
+/*
+       0000 0   | 0001 1   | 0010 2   | 0011 3
+                          |          |    |     |    |
+               X     |           X=    |    X     |    X=
+                          |          |          |     
+       0100 4   | 0101 5   | 0110 6   | 0111 7
+                          |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+                          |          |          |    
+       1000 8   | 1001 9   | 1010 10  | 1011 11
+                     |          |    |     |    |
+               X     |    X=    |    X     |    X=
+               |               |    |     |    |     |    |
+       1100 12  | 1101 13  | 1110 14  | 1111 15
+                     |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+               |          |    |     |    |     |    |
+*/
+
+struct cell_description
+{
+       v2i start;
+       v2i end;
+       
+       int is_special;
+       int is_linear;
+}
+cell_descriptions[] =
+{
+       // 0-3
+       {},
+       { .start = {  1,  0 }, .end = { -1,  0 } },
+       { .start = {  0,  1 }, .end = {  0, -1 } },
+       { .start = {  0,  1 }, .end = {  1,  0 } },
+       // 4-7
+       { .start = { -1,  0 }, .end = {  1,  0 } },
+       { .start = { -1,  0 }, .end = {  1,  0 }, .is_linear = 1 },
+       { .start = {  0,  1 }, .end = { -1,  0 } },
+       { .start = {  0,  1 }, .is_special = 1 },
+       // 8-11
+       { .start = {  0, -1 }, .end = {  0,  1 } },
+       { .start = {  1,  0 }, .end = {  0, -1 } },
+       { .start = {  0,  1 }, .end = {  0, -1 }, .is_linear = 1 },
+       { },
+       // 12-15
+       { .start = { -1,  0 }, .end = {  0, -1 } },
+       { .end = { 0, -1 }, .is_special = 1 },
+       { },
+       { }
+};
+
+enum cell_type
+{
+       k_cell_type_stub = 0,
+       k_cell_type_ramp_right = 3,
+       k_cell_type_ramp_left = 6,
+       k_cell_type_split = 7,
+       k_cell_type_merge = 13,
+       k_cell_type_con_r = 1,
+       k_cell_type_con_u = 2,
+       k_cell_type_con_l = 4,
+       k_cell_type_con_d = 8
+};
+
+v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
+v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+v2f const curve_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}};
+v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}};
+v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
+v2f const curve_8[] = {{0.5f,0.0f},{0.5f,0.3f},{0.5f,0.5f},{0.5f,0.8f}};
+
+v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
+
+float const curve_7_linear_section = 0.1562f;
 
 v3f colour_sets[] =
-{ { 0.9f, 0.2f, 0.01f },
+{ { 1.0f, 0.9f, 0.3f },
   { 0.2f, 0.9f, 0.14f },
-  { 0.1f, 0.3f, 0.85f } };
+  { 0.4f, 0.8f, 1.00f } };
 
 static void colour_code_v3( char cc, v3f target )
 {
@@ -62,59 +232,139 @@ static void colour_code_v3( char cc, v3f target )
        v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
 }
 
+struct mesh
+{
+       GLuint vao, vbo;
+       u32 elements;
+};
+
+static void init_mesh( struct mesh *m, float const *tris, u32 length )
+{
+       m->elements = length/3;
+       glGenVertexArrays( 1, &m->vao );
+       glGenBuffers( 1, &m->vbo );
+       
+       glBindVertexArray( m->vao );
+       glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+       glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
+       
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       VG_CHECK_GL();
+}
+
+static void free_mesh( struct mesh *m )
+{
+       glDeleteVertexArrays( 1, &m->vao );
+       glDeleteBuffers( 1, &m->vbo );
+}
+
+static void draw_mesh( int const start, int const count )
+{
+       glDrawArrays( GL_TRIANGLES, start*3, count*3 );
+}
+
+static void use_mesh( struct mesh *m )
+{
+       glBindVertexArray( m->vao );
+}
+
+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_soon_alive
+};
+
 struct world
 {
+#pragma pack(push,1)
        struct cell
        {
-               u32 state;
-               u8 water[2];
+               u16 state;
+               u16 links[2];
                u8 config;
-               u8 water_dir;
+               u8 pad0;
        }
        *data;
+#pragma pack(pop)
+       
+       int frame;
        
-       u32 frame;
+       int initialzed;
        
-       u32 sim_frame;
+       int sim_frame;
        float sim_start;
        int simulating;
+       int sim_run, max_runs;
+       
+       float sim_speed;
+       float frame_lerp;
        
        struct cell_terminal
        {
-               // TODO: Split into input/output structures
-               char *conditions;
-               char recv[12];
-               int recv_count;
+               //char *conditions;
+               //char recv[12];
+               
+               struct terminal_run
+               {
+                       char conditions[8];
+                       char recieved[8];
+                       
+                       int condition_count, recv_count;
+               }
+               runs[8];
+               
+               int run_count;
+               
                int id;
        }
        *io;
        
-       u32 w, h;
+       int w, h;
+       
+       struct mesh tile, circle, numbers;
+       struct mesh_wire
+       {
+               GLuint vao, vbo, ebo;
+               u32 em;
+       } 
+       wire;
        
-       GLuint tile_vao;
-       GLuint tile_vbo;
-       GLuint circle_vao;
-       GLuint circle_vbo;
+       GLuint background_data;
+       GLuint random_samples;
        
-       int selected;
+       int selected, tile_x, tile_y;
+       v2f tile_pos;
        
        struct fish
        {
                v2i pos;
                v2i dir;
-               int alive;
+               enum e_fish_state state;
                char payload;
+               int flow_reversed;
+               float death_time;
+               v2f physics_v;
+               v2f physics_co;
        }
        fishes[16];
        
        int num_fishes;
+       
+       char map_name[64];
+       struct career_level *ptr_career_level;
+       
+       u32 score;
+       u32 completed;
+       u32 time;
 } world = {};
 
 static void map_free(void)
-{
-       for( int i = 0; i < arrlen( world.io ); i ++ )
-               arrfree( world.io[ i ].conditions );
-       
+{      
        arrfree( world.data );
        arrfree( world.io );
        
@@ -122,10 +372,29 @@ static void map_free(void)
        world.h = 0;
        world.data = NULL;
        world.io = NULL;
+       world.score = 0;
+       world.time = 0;
+       world.completed = 0;
+       world.max_runs = 0;
+       world.initialzed = 0;
+}
+
+static void io_reset(void)
+{
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+       {
+               struct cell_terminal *term = &world.io[i];
+               
+               for( int j = 0; j < term->run_count; j ++ )
+                       term->runs[j].recv_count = 0;
+       }
 }
 
-static int map_load( const char *str )
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
+static int map_load( const char *str, const char *name )
 {
+       //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
+       
        map_free();
 
        char const *c = str;
@@ -133,9 +402,9 @@ static int map_load( const char *str )
        // 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;
@@ -146,25 +415,40 @@ static int map_load( const char *str )
        int cx = 0;
        int reg_start = 0, reg_end = 0;
        
+       u32 *links_to_make = NULL;
+       int links_satisfied = 0;
+       
+       char link_id_buffer[32];
+       int link_id_n = 0;
+       
        for(;;)
        {
                if( !*c )
                        break;
        
+               if( *c == '\r' ) { c ++; continue; } // fuck off windows
+       
                if( *c == ';' )
                {
                        c ++;
-
+                       
+                       if( *c == '\r' ) c ++;
+                       
                        // Parse attribs
                        if( *c != '\n' )
                        {
                                while( *c )
                                {
+                                       if( *c == '\r' ) { c ++; continue; }
+                                       
                                        if( reg_start < reg_end )
                                        {
+                                               struct cell_terminal *terminal = &world.io[ reg_start ];
+                                               struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
+
                                                if( *c >= 'a' && *c <= 'z' )
-                                               {
-                                                       arrpush( world.io[ reg_start ].conditions, *c );
+                                               {                                                       
+                                                       run->conditions[ run->condition_count ++ ] = *c;
                                                }
                                                else
                                                {
@@ -175,75 +459,210 @@ static int map_load( const char *str )
                                                                if( *c == '\n' )
                                                                        break;
                                                        }
+                                                       else if( *c == ':' )
+                                                       {
+                                                               terminal->runs[ terminal->run_count ].condition_count = 0;
+                                                               terminal->run_count ++;
+                                                               world.max_runs = vg_max( world.max_runs, terminal->run_count );
+                                                       }
                                                        else
                                                        {
                                                                vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
-                                                               return 0;
+                                                               goto IL_REG_ERROR;
                                                        }
                                                }
                                        }
                                        else
                                        {
-                                               vg_error( "Too many values to assign (row: %u)\n", world.h );
-                                               return 0;
+                                               if( links_satisfied < arrlen( links_to_make ) )
+                                               {
+                                                       struct cell *target = &world.data[ links_to_make[ links_satisfied ] ];
+                                                       
+                                                       if( (((u32)*c >= (u32)'0') && ((u32)*c <= (u32)'9')) || *c == '-' )
+                                                       {
+                                                               if( link_id_n >= vg_list_size( link_id_buffer )-1 )
+                                                               {
+                                                                       vg_error( "Number was way too long to be parsed (row: %u)\n", world.h );
+                                                                       goto IL_REG_ERROR;
+                                                               }
+                                                               
+                                                               link_id_buffer[ link_id_n ++ ] = *c;                                                            
+                                                       }
+                                                       else if( *c == ',' || *c == '\n' )
+                                                       {
+                                                               link_id_buffer[ link_id_n ] = 0x00;
+                                                               int value = atoi( link_id_buffer );
+                                                       
+                                                               target->links[value >= 0? 1:0] = abs(value);
+                                                               links_satisfied ++;
+                                                               link_id_n = 0;
+                                                               
+                                                               if( *c == '\n' )
+                                                                       break;
+                                                       }
+                                                       else
+                                                       {
+                                                               vg_error( "Invalid character '%c' (row: %u)\n", *c, world.h );
+                                                               goto IL_REG_ERROR;
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       vg_error( "Too many values to assign (row: %u)\n", world.h );
+                                                       goto IL_REG_ERROR;
+                                               }
                                        }
                                        
                                        c ++;
                                }
                        }
                        
+                       // Registry length-error checks
                        if( reg_start != reg_end )
                        {
-                               vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
-                               return 0;
+                               vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
+                               goto IL_REG_ERROR;
+                       }
+                       
+                       if( links_satisfied != arrlen( links_to_make ) )
+                       {
+                               vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world.h, links_satisfied, arrlen( links_to_make ) );
+                               goto IL_REG_ERROR;
                        }
                        
                        if( cx != world.w )
                        {
                                vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
-                               return 0;
+                               goto IL_REG_ERROR;
                        }
                        
                        row = arraddnptr( world.data, world.w );
                        cx = 0;
                        world.h ++;
                        reg_end = reg_start = arrlen( world.io );
+                       
+                       arrsetlen( links_to_make, 0 );
+                       links_satisfied = 0;
                }
                else
                {
                        if( cx == world.w )
                        {
                                vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
-                               return 0;
+                               goto IL_REG_ERROR;
                        }
                        
                        // Tile initialization
                        // row[ cx ] .. etc
-                       row[ cx ].water[0] = 0;
-                       row[ cx ].water[1] = 0;
+                       struct cell *cell = &row[ cx ];
+                       cell->config = 0xF;
                        
                        if( *c == '+' || *c == '-' )
                        {
-                               struct cell_terminal term = { .id = cx + world.h*world.w };
-                               arrpush( world.io, term );
-                               row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
+                               struct cell_terminal *term = arraddnptr( world.io, 1 );
+                               term->id = cx + world.h*world.w;
+                               term->run_count = 1;
+                               term->runs[0].condition_count = 0;
+
+                               cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
                                reg_end ++;
                        }
-                       else if( *c == '#' )
+                       else if( *c == '#' ) cell->state = FLAG_WALL;
+                       else if( ((u32)*c >= (u32)'A') && ((u32)*c <= (u32)'A'+0xf) )
                        {
-                               row[ cx ++ ].state = FLAG_WALL;
+                               // Canal flag bits (4bit/16 value): 
+                               //                                                      0: Canal present
+                               //                                                      1: Is trigger
+                               //                                                      2: Reserved
+                               //                                                      3: Reserved
+                               
+                               cell->state = ((u32)*c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER);
+                               
+                               if( cell->state & FLAG_IS_TRIGGER )
+                                       arrpush( links_to_make, cx + world.h*world.w );
+                               
+                               cell->links[0] = 0;
+                               cell->links[1] = 0;
+                               world.score ++; 
+                       }
+                       else cell->state = 0x00;
+                       
+                       cx ++;
+               }
+       
+               c ++;
+       }
+               
+       // Update data texture to fill out the background
+       {
+               u8 info_buffer[64*64*4];
+               for( int i = 0; i < 64*64; i ++ )
+               {
+                       u8 *px = &info_buffer[i*4];
+                       px[0] = 255;
+                       px[1] = 0;
+                       px[2] = 0;
+                       px[3] = 0;
+               }
+               
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+       }
+       
+       arrfree( links_to_make );
+       
+       map_reclassify( NULL, NULL, 1 );
+       
+       // Validate links
+       for( int i = 0; i < world.h*world.w; i ++ )
+       {
+               struct cell *src = &world.data[i];
+               if( src->state & FLAG_IS_TRIGGER )
+               {
+                       int link_id = src->links[0]?0:1;
+                       if( src->links[link_id] <= world.h*world.w )
+                       {               
+                               struct cell *target = &world.data[ src->links[link_id] ];
+                               if( (target->state & FLAG_CANAL) && (target->config == k_cell_type_split) )
+                               {
+                                       if( target->links[ link_id ] )
+                                       {
+                                               vg_error( "Link target was already targeted\n" );
+                                               goto IL_REG_ERROR;
+                                       }
+                                       else
+                                       {
+                                               // Valid link
+                                               target->links[ link_id ] = i;
+                                               target->state |= FLAG_TARGETED;
+                                       }
+                               }
+                               else
+                               {
+                                       vg_error( "Link target was invalid\n" );
+                                       goto IL_REG_ERROR;
+                               }
                        }
                        else
                        {
-                               row[ cx ++ ].state = 0x00;
+                               vg_error( "Link target out of bounds\n" );
+                               goto IL_REG_ERROR;
                        }
                }
-       
-               c ++;
        }
        
-       vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
+       vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+       
+       io_reset();
+       
+       strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
+       world.initialzed = 1;
        return 1;
+       
+IL_REG_ERROR:
+       arrfree( links_to_make );
+       map_free();
+       return 0;
 }
 
 static struct cell *pcell( v2i pos )
@@ -251,132 +670,413 @@ static struct cell *pcell( v2i pos )
        return &world.data[ pos[1]*world.w + pos[0] ];
 }
 
-int main( int argc, char *argv[] )
-{
-       vg_init( argc, argv, "FishLadder" );
-}
-
-void vg_register(void)
-{
-       SHADER_INIT( shader_tile_colour );
-}
-
-void vg_start(void)
+static void map_serialize( FILE *stream )
 {
-       // Quad mesh
+       for( int y = 0; y < world.h; y ++ )
        {
-               glGenVertexArrays( 1, &world.tile_vao );
-               glGenBuffers( 1, &world.tile_vbo );
-               
-               float quad_mesh[] =
+               for( int x = 0; x < world.w; x ++ )
                {
-                       0.01f, 0.01f, 0.01f, 0.99f, 0.99f, 0.99f,
-                       0.01f, 0.01f, 0.99f, 0.99f, 0.99f, 0.01f,
+                       struct cell *cell = pcell( (v2i){ x, y } );
                        
-                       0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
-                       0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
-                       0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
-                       0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
-                       0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
-               };
+                       if( cell->state & FLAG_WALL ) fputc( '#', stream );
+                       else if( cell->state & FLAG_INPUT ) fputc( '+', stream );
+                       else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
+                       else if( cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) ) 
+                       {
+                               fputc( (cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)) + (u32)'A', stream );
+                       }
+                       else fputc( ' ', stream );
+               }
                
-               glBindVertexArray( world.tile_vao );
-               glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo );
-               glBufferData
-               (
-                       GL_ARRAY_BUFFER,
-                       sizeof( quad_mesh ),
-                       quad_mesh,
-                       GL_STATIC_DRAW
-               );
+               fputc( ';', stream );
                
-               glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
-               glEnableVertexAttribArray( 0 );
+               int terminal_write_count = 0;
                
-               VG_CHECK_GL();
-       }
-       
-       // Circle mesh
-       {
-               glGenVertexArrays( 1, &world.circle_vao );
-               glGenBuffers( 1, &world.circle_vbo );
-       
-               float circle_mesh[32*6*3];
-               int res = vg_list_size( circle_mesh ) / (6*3);
-
-               for( int i = 0; i < res; i ++ )
+               for( int x = 0; x < world.w; x ++ )
                {
-                       v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
-                       v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
-               
-                       circle_mesh[ i*6+0 ] = 0.0f;
-                       circle_mesh[ i*6+1 ] = 0.0f;
-                       
-                       v2_copy( v0, circle_mesh + 32*6 + i*12 );
-                       v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
-                       v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
-                       
-                       v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
-                       v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
-                       v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
-                       
-                       v2_copy( v0, circle_mesh + i*6+4 );
-                       v2_copy( v1, circle_mesh + i*6+2 );
-                       v2_copy( v0, circle_mesh+i*6+4 );
-                       v2_copy( v1, circle_mesh+i*6+2 );
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                       {
+                               struct cell_terminal *term = &world.io[i];
+                               if( term->id == y*world.w+x )
+                               {
+                                       if( terminal_write_count )
+                                               fputc( ',', stream );
+                                       terminal_write_count ++;
+                               
+                                       for( int j = 0; j < term->run_count; j ++ )
+                                       {
+                                               struct terminal_run *run = &term->runs[j];
+                                               
+                                               for( int k = 0; k < run->condition_count; k ++ )
+                                                       fputc( run->conditions[k], stream );
+                                                       
+                                               if( j < term->run_count-1 )
+                                                       fputc( ':', stream );
+                                       }
+                               }
+                       }
                }
                
-               glBindVertexArray( world.circle_vao );
-               glBindBuffer( GL_ARRAY_BUFFER, world.circle_vbo );
-               glBufferData( GL_ARRAY_BUFFER, sizeof( circle_mesh ), circle_mesh, GL_STATIC_DRAW );
-               
-               glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
-               glEnableVertexAttribArray( 0 );
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell( (v2i){ x,y } );
+                       if( cell->state & FLAG_IS_TRIGGER )
+                       {
+                               if( terminal_write_count )
+                                       fputc( ',', stream );
+                               terminal_write_count ++;
+                               
+                               fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] );
+                       }
+               }
                
-               VG_CHECK_GL();
+               fputc( '\n', stream );
        }
-       
-       map_load
-       ( 
-               "#############;\n"
-               "###-#####-###;aaa,aa\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "###+#####+###;aa,aaa\n"
-               "#############;\n"
-       );
 }
 
-void vg_free(void)
+int main( int argc, char *argv[] )
 {
-       glDeleteVertexArrays( 1, &world.tile_vao );
-       glDeleteBuffers( 1, &world.tile_vbo );
-
-       glDeleteVertexArrays( 1, &world.circle_vao );
-       glDeleteBuffers( 1, &world.circle_vbo );
+       vg_init( argc, argv, "Marble Computing | SPACE: Test | LeftClick: Toggle tile | RightClick: Drag wire" );
+       return 0;
+}
 
-       map_free();
+static int console_credits( int argc, char const *argv[] )
+{
+       vg_info( "Aknowledgements:\n" );
+       vg_info( "  GLFW         zlib/libpng  glfw.org\n" );
+       vg_info( "  miniaudio    MIT0         miniaud.io\n" );
+       vg_info( "  QOI          MIT          phoboslab.org\n" );
+       vg_info( "  STB library  MIT          nothings.org\n" );
+       vg_info( "  Weiholmir font            justfredrik.itch.io\n" );
+       return 0;
 }
 
-static int cell_interactive( v2i co )
+static int console_save_map( int argc, char const *argv[] )
 {
-       // Bounds check
-       if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 )
+       if( !world.initialzed )
+       {
+               vg_error( "Tried to save uninitialized map!\n" );
                return 0;
+       }
 
-       // Flags check
-       if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
-               return 0;
+       char map_path[ 256 ];
 
-       // List of 3x3 configurations that we do not allow
-       static u32 invalid_src[][9] = 
-       { 
-               { 0,1,0,
-                 1,1,1,
+       strcpy( map_path, "sav/" );
+       strcat( map_path, world.map_name );
+       strcat( map_path, ".map" );
+
+       FILE *test_writer = fopen( map_path, "wb" );
+       if( test_writer )
+       {
+               vg_info( "Saving map to '%s'\n", map_path );
+               map_serialize( test_writer );
+               
+               fclose( test_writer );
+               return 1;
+       }
+       else
+       {
+               vg_error( "Unable to open stream for writing\n" );
+               return 0;
+       }
+}
+
+static int console_load_map( int argc, char const *argv[] )
+{
+       char map_path[ 256 ];
+
+       if( argc >= 1 )
+       {
+               // try from saves
+               strcpy( map_path, "sav/" );
+               strcat( map_path, argv[0] );
+               strcat( map_path, ".map" );
+       
+               char *text_source = vg_textasset_read( map_path );
+               
+               if( !text_source )
+               {
+                       strcpy( map_path, "maps/" );
+                       strcat( map_path, argv[0] );
+                       strcat( map_path, ".map" );
+                       
+                       text_source = vg_textasset_read( map_path );
+               }
+               
+               if( text_source )
+               {
+                       vg_info( "Loading map: '%s'\n", map_path );
+                       world.ptr_career_level = NULL;
+                       
+                       if( !map_load( text_source, argv[0] ) )
+                       {
+                               free( text_source );
+                               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;
+                               }
+                       }
+                       
+                       return 1;
+               }
+               else
+               {
+                       vg_error( "Missing maps '%s'\n", argv[0] );
+                       return 0;
+               }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+               return 0;
+       }
+}
+
+static void simulation_stop(void)
+{
+       world.simulating = 0;
+       world.num_fishes = 0;
+       world.sim_frame = 0;
+       world.sim_run = 0;
+       
+       io_reset();
+       
+       sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+       
+       vg_info( "Stopping simulation!\n" );
+}
+
+static int console_changelevel( int argc, char const *argv[] )
+{
+       if( argc >= 1 )
+       {
+               // Save current level
+               console_save_map( 0, NULL );
+               if( console_load_map( argc, argv ) )
+               {                               
+                       simulation_stop();
+                       return 1;
+               }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+       }
+       
+       return 0;
+}
+
+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
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "_map_load",
+               .function = console_load_map
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "map",
+               .function = console_changelevel
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "credits",
+               .function = console_credits
+       });
+
+       // Quad mesh
+       {
+               float quad_mesh[] =
+               {
+                       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
+               };
+               
+               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);
+
+               for( int i = 0; i < res; i ++ )
+               {
+                       v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
+                       v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
+               
+                       circle_mesh[ i*6+0 ] = 0.0f;
+                       circle_mesh[ i*6+1 ] = 0.0f;
+                       
+                       v2_copy( v0, circle_mesh + 32*6 + i*12 );
+                       v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
+                       v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
+                       
+                       v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
+                       v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
+                       v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
+                       
+                       v2_copy( v0, circle_mesh + i*6+4 );
+                       v2_copy( v1, circle_mesh + i*6+2 );
+                       v2_copy( v0, circle_mesh+i*6+4 );
+                       v2_copy( v1, circle_mesh+i*6+2 );
+               }
+               
+               init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
+       }
+       
+       // Numbers mesh
+       {
+               init_mesh( &world.numbers,
+                       MESH_NUMBERS_BUFFER,
+                       vg_list_size( MESH_NUMBERS_BUFFER )
+               );
+               
+               for( int i = 0; i < 10; i ++ )
+               {
+                       vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] );
+               }
+       }
+       
+       // Create wire mesh
+       {
+               int const num_segments = 64;
+       
+               struct mesh_wire *mw = &world.wire;
+       
+               v2f wire_points[ num_segments * 2 ];
+               u16 wire_indices[ 6*(num_segments-1) ];
+               
+               for( int i = 0; i < num_segments; i ++ )
+               {
+                       float l = (float)i / (float)(num_segments-1);
+                       
+                       v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
+                       v2_copy( (v2f){ l,  0.5f }, wire_points[i*2+1] );
+                       
+                       if( i < num_segments-1 )
+                       {
+                               wire_indices[ i*6+0 ] = i*2 + 0;
+                               wire_indices[ i*6+1 ] = i*2 + 1;
+                               wire_indices[ i*6+2 ] = i*2 + 3;
+                               wire_indices[ i*6+3 ] = i*2 + 0;
+                               wire_indices[ i*6+4 ] = i*2 + 3;
+                               wire_indices[ i*6+5 ] = i*2 + 2;
+                       }
+               }
+               
+               glGenVertexArrays( 1, &mw->vao );
+               glGenBuffers( 1, &mw->vbo );
+               glGenBuffers( 1, &mw->ebo );
+               glBindVertexArray( mw->vao );
+               
+               glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
+               
+               glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW );
+               glBindVertexArray( mw->vao );
+               
+               glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
+               glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW );
+               
+               // XY
+               glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+               glEnableVertexAttribArray( 0 );
+               
+               VG_CHECK_GL();
+               
+               mw->em = vg_list_size( wire_indices );
+       }
+       
+       // Create info data texture
+       {
+               glGenTextures( 1, &world.background_data );
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+               vg_tex2d_nearest();
+       }
+       
+       // Create random smaples texture
+       {
+               u8 *data = malloc(512*512*2);
+               for( int i = 0; i < 512*512*2; i ++ )
+                       data[ i ] = rand()/(RAND_MAX/255);
+               
+               glGenTextures( 1, &world.random_samples );
+               glBindTexture( GL_TEXTURE_2D, world.random_samples );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+               vg_tex2d_linear();
+               vg_tex2d_repeat();
+               
+               free( data );
+       }
+       
+       resource_load_main();
+       
+       // Restore gamestate
+       career_load();
+       console_load_map( 1, level_pack_1 );
+}
+
+void vg_free(void)
+{
+       console_save_map( 0, NULL );
+       career_serialize();
+
+       resource_free_main();
+
+       glDeleteTextures( 1, &world.background_data );
+       glDeleteTextures( 1, &world.random_samples );
+
+       glDeleteVertexArrays( 1, &world.wire.vao );
+       glDeleteBuffers( 1, &world.wire.vbo );
+       glDeleteBuffers( 1, &world.wire.ebo );
+
+       free_mesh( &world.tile );
+       free_mesh( &world.circle );
+       free_mesh( &world.numbers );
+       
+       map_free();
+}
+
+static int world_check_pos_ok( v2i co )
+{
+       return (co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2)? 0: 1;
+}
+
+static int cell_interactive( v2i co )
+{
+       // Bounds check
+       if( !world_check_pos_ok( co ) )
+               return 0;
+
+       // Flags check
+       if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
+               return 0;
+
+       // List of 3x3 configurations that we do not allow
+       static u32 invalid_src[][9] = 
+       { 
+               { 0,1,0,
+                 1,1,1,
                  0,1,0 
                },
                { 0,0,0,
@@ -424,7 +1124,7 @@ static int cell_interactive( v2i co )
        for( int y = co[1]-2; y < co[1]+3; y ++ )
                for( int x = co[0]-2; x < co[0]+3; x ++ )
                {                
-                       struct cell *cell = &world.data[ world.w*y + x ];
+                       struct cell *cell = pcell((v2i){x,y});
 
                        if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
                                blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
@@ -447,44 +1147,231 @@ static int cell_interactive( v2i co )
        return 1;
 }
 
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
+{
+       v2i full_start = { 1,1 };
+       v2i full_end = { world.w-1, world.h-1 };
+       
+       if( !start || !end )
+       {
+               start = full_start;
+               end = full_end;
+       }
+       
+       // Texture data
+       u8 info_buffer[64*64*4];
+       u32 pixel_id = 0;
+       
+       int px0 = vg_max( start[0], full_start[0] ),
+                px1 = vg_min( end[0], full_end[0] ),
+                py0 = vg_max( start[1], full_start[1] ),
+                py1 = vg_min( end[1], full_end[1] );
+
+       for( int y = py0; y < py1; y ++ )
+       {
+               for( int x = px0; x < px1; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       
+                       u8 height = 0;
+                       u8 config = 0x00;
+                       
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                       {
+                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                               {
+                                       struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
+                                       if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                                               config |= 0x1 << i;
+                               }
+                               
+                               height = 128;
+                       } 
+                       else 
+                       {
+                               if( cell->state & FLAG_WALL )
+                                       height = 255;
+                               
+                               config = 0xF;
+                       }
+                       
+                       pcell((v2i){x,y})->config = config;
+                       
+                       u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
+                       info_px[0] = height;
+                       info_px[1] = cell->state & FLAG_WALL? 0: 255;
+                       info_px[2] = 0;
+                       info_px[3] = 0;
+                       
+                       if( 
+                               (
+                                       ((cell->state & FLAG_IS_TRIGGER) && (cell->config == 0xF || cell->config == k_cell_type_split)) || 
+                                       ((cell->state & FLAG_TARGETED) && (cell->config != k_cell_type_split)) 
+                               ) && update_texbuffer
+                       ){
+                               cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER);
+                               for( u32 i = 0; i < 2; i ++ )
+                               {
+                                       if( cell->links[i] )
+                                       {
+                                               struct cell *other_ptr = &world.data[ cell->links[i] ];
+                                               other_ptr->links[ i ] = 0;
+                                               other_ptr->state &= ~FLAG_IS_TRIGGER;
+                                               
+                                               if( other_ptr->links[ i ^ 0x1 ] == 0 )
+                                                       other_ptr->state &= ~FLAG_TARGETED;
+                                       }
+                               }
+                               
+                               cell->links[0] = 0;
+                               cell->links[1] = 0;
+                       }
+               }
+       }
+       
+       if( update_texbuffer )
+       {
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+       }
+}
+
+u16 id_drag_from = 0;
+v2f drag_from_co;
+v2f drag_to_co;
+
 void vg_update(void)
 {
-       float ratio = (float)vg_window_y / (float)vg_window_x;
-       float const size = 9.5f;
+       // Fit within screen
+
+       float r1 = (float)vg_window_y / (float)vg_window_x,
+                       r2 = (float)world.h / (float)world.w,
+                       size;
+       
+       size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; 
+       m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
        
        v3f origin;
-       origin[0] = -0.5f * world.w;
-       origin[1] = -0.5f * world.h;
+       origin[0] = floorf( -0.5f * world.w );
+       origin[1] = floorf( -0.5f * world.h );
        origin[2] = 0.0f;
        
-       m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
        m3x3_identity( m_view );
        m3x3_translate( m_view, origin );
        m3x3_mul( m_projection, m_view, vg_pv );
        vg_projection_update();
        
        // Input stuff
+       v2_copy( vg_mouse_ws, world.tile_pos );
        
-       v2f tile_pos;
-       v2_copy( vg_mouse_ws, tile_pos );
-       
-       int tile_x = floorf( tile_pos[0] );
-       int tile_y = floorf( tile_pos[1] );
-       
+       world.tile_x = floorf( world.tile_pos[0] );
+       world.tile_y = floorf( world.tile_pos[1] );
+
        // Tilemap editing
-       if( !world.simulating )
+       if( !world.simulating && !gui_want_mouse() )
        {
-               if( cell_interactive( (v2i){ tile_x, tile_y } ))
+               v2_copy( vg_mouse_ws, drag_to_co );
+       
+               if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
                {
-                       world.selected = tile_y * world.w + tile_x;
+                       world.selected = world.tile_y * world.w + world.tile_x;
+                       
+                       static u32 modify_state = 0;
+                       
+                       struct cell *cell_ptr = &world.data[world.selected];
                        
                        if( vg_get_button_down("primary") )
                        {
-                               world.data[ world.selected ].state ^= FLAG_CANAL;
+                               modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL;
+                       }
+                       
+                       if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) )
+                       {
+                               cell_ptr->state &= ~FLAG_CANAL;
+                               cell_ptr->state |= modify_state;
+                               
+                               if( cell_ptr->state & FLAG_CANAL )
+                               {
+                                       cell_ptr->links[0] = 0;
+                                       cell_ptr->links[1] = 0;
+                                       
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+                                       world.score ++;
+                               }
+                               else
+                               {                                       
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+                                       world.score --;
+                               }
+
+                               map_reclassify(         (v2i){ world.tile_x -2, world.tile_y -2 }, 
+                                                                               (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
+                       }
+                       
+                       if( vg_get_button_down("secondary") && !(cell_ptr->config == k_cell_type_split) )
+                       {
+                               id_drag_from = world.selected;
+                               drag_from_co[0] = world.tile_x + 0.5f;
+                               drag_from_co[1] = world.tile_y + 0.5f;
+                       }
+                       
+                       if( id_drag_from && (cell_ptr->config == k_cell_type_split) )
+                       {
+                               float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+                               drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
+                               drag_to_co[1] = (float)world.tile_y + 0.25f;
+
+                               if( vg_get_button_up("secondary") )
+                               {
+                                       struct cell *drag_ptr = &world.data[id_drag_from];
+                                       u32 link_id = local_x > 0.5f? 1: 0;
+                                       
+                                       // Cleanup existing connections
+                                       if( cell_ptr->links[ link_id ] )
+                                       {
+                                               vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] );
+                                               
+                                               struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+                                               current_connection->state &= ~FLAG_IS_TRIGGER;
+                                               current_connection->links[ link_id ] = 0;
+                                       }
+                                       
+                                       if( drag_ptr->links[ link_id ^ 0x1 ] )
+                                       {
+                                               vg_warn( "Destroying alternate link %u (%hu)\n", link_id ^ 0x1, drag_ptr->links[ link_id ^ 0x1 ] );
+                                               
+                                               struct cell *current_connection = &world.data[ drag_ptr->links[ link_id ^ 0x1 ]];
+                                               if( !current_connection->links[ link_id ] )
+                                                       current_connection->state &= ~FLAG_TARGETED;
+                                               
+                                               current_connection->links[ link_id ^ 0x1 ] = 0;
+                                               drag_ptr->links[ link_id ^ 0x1 ] = 0;
+                                       }
+                                       
+                                       // Create the new connection
+                                       vg_success( "Creating connection on link %u (%hu)\n", link_id, id_drag_from );
+                                               
+                                       cell_ptr->links[ link_id ] = id_drag_from;
+                                       drag_ptr->links[ link_id ] = world.selected;
+                                       
+                                       cell_ptr->state |= FLAG_TARGETED;
+                                       drag_ptr->state |= FLAG_IS_TRIGGER;
+                                       id_drag_from = 0;
+                               }
                        }
                }
                else
                        world.selected = -1;
+                       
+               if( !(vg_get_button("secondary") && id_drag_from) )
+                       id_drag_from = 0;
+       }
+       else
+       {
+               world.selected = -1;
+               id_drag_from = 0;
        }
        
        // Simulation stop/start
@@ -492,157 +1379,285 @@ void vg_update(void)
        {
                if( world.simulating )
                {
-                       world.simulating = 0;
-                       world.num_fishes = 0;
-                       world.sim_frame = 0;
-                       
-                       for( int i = 0; i < arrlen( world.io ); i ++ )
-                               world.io[i].recv_count = 0;
-                       
-                       vg_info( "Stopping simulation!\n" );
+                       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;
-                       }
                        
-                       for( int i = 0; i < arrlen( world.io ); i ++ )
-                               world.io[i].recv_count = 0;
+                       io_reset();
                }
        }
-       
-       // Simulation stuff
-       // ========================================================
-       
-       // Reclassify world. TODO: Move into own function
-       for( int y = 2; y < world.h-2; y ++ )
-       {
-               for( int x = 2; x < world.w-2; x ++ )
+
+       // Fish ticks
+       if( world.simulating )
+       {       
+               while( world.sim_frame < (int)((vg_time-world.sim_start)*world.sim_speed) )
                {
-                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
-                       
-                       u8 config = 0x00;
-                       
-                       if( world.data[y*world.w+x].state & FLAG_CANAL )
+                       //vg_info( "frame: %u\n", world.sim_frame );
+                       sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
+
+                       // Update splitter deltas
+                       for( int i = 0; i < world.h*world.w; i ++ )
                        {
-                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                               struct cell *cell = &world.data[i];
+                               if( cell->config == k_cell_type_split )
                                {
-                                       struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
-                                       if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
-                                               config |= 0x1 << i;
+                                       cell->state &= ~FLAG_FLIP_ROTATING;
                                }
-                       } else config = 0xF;
-                       
-                       world.data[ y*world.w+x ].config = config;
-                       world.data[ y*world.w+x ].state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
-               }
-       }
-       
-       for( int y = 2; y < world.h-2; y ++ )
-               for( int x = 2; x < world.w-2; x ++ )
-               {
-                       // R,D,L,-   1110 (splitter, 1 drop created)
-                       
-                       // R,-,L,U - 1011 (merger, 2 drop created)
+                               if( cell->state & FLAG_IS_TRIGGER )
+                                       cell->state &= ~FLAG_TRIGGERED;
+                       }
                        
-                       u8 config = world.data[y*world.w+x].config;
+                       int alive_count = 0;
                        
-                       if( config == 0x7 ) // splitter
-                       {
-                               world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
-                       }
-                       else if( config == 0xD )
-                       {
-                               world.data[y*world.w+x-1].state |= FLAG_DROP_R;
-                               world.data[y*world.w+x+1].state |= FLAG_DROP_L;
-                               world.data[y*world.w+x].state |= FLAG_MERGER;
-                       }
-               }
-       
-       // Simulate world
-       static int update_tick = 0;
-       update_tick ++;
-       
-       if( update_tick > 5 )
-       {
-               update_tick = 0;
-               
-               u32 buffer_id = world.frame & 0x1;
-               u32 buffer_next = buffer_id ^ 0x1;
-               
-               for( int y = 1; y < world.h-1; y ++ )
-               {
-                       for( int x = 1; x < world.w-1; x ++ )
+                       // Update fish positions
+                       for( int i = 0; i < world.num_fishes; i ++ )
                        {
-                               struct cell *cell = &world.data[y*world.w+x];
+                               struct fish *fish = &world.fishes[i];
+                               
+                               if( fish->state == k_fish_state_soon_dead )
+                                       fish->state = k_fish_state_dead;
+                               
+                               if( fish->state == k_fish_state_soon_alive )
+                                       fish->state = k_fish_state_alive;
+                               
+                               if( fish->state < k_fish_state_alive )
+                                       continue;
+                               
+                               struct cell *cell_current = pcell( fish->pos );
 
-                               if( cell->state & FLAG_OUTPUT )
-                                       cell->water[ buffer_next ] = 16;
-                               else
+                               if( fish->state == k_fish_state_alive )
                                {
-                                       int has_source = 0;
-                                       cell->water[ buffer_next ] = 0;
-                                       
-                                       if( cell->state & FLAG_CANAL )
+                                       // Apply to output
+                                       if( cell_current->state & FLAG_OUTPUT )
                                        {
-                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
-                                               
-                                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                                               for( int j = 0; j < arrlen( world.io ); j ++ )
                                                {
-                                                       struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
+                                                       struct cell_terminal *term = &world.io[j];
                                                        
-                                                       // Non canals will be ignored
-                                                       if( !(neighbour->state & (FLAG_CANAL|FLAG_OUTPUT)) )
-                                                               continue;
+                                                       if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+                                                       {
+                                                               struct terminal_run *run = &term->runs[ world.sim_run ];
+                                                               if( run->recv_count < vg_list_size( run->recieved ) )
+                                                                       run->recieved[ run->recv_count ++ ] = fish->payload;
+                                                               
+                                                               break;
+                                                       }
+                                               }
+                                               
+                                               fish->state = k_fish_state_dead;
+                                               continue;
+                                       }
+                                       
+
+                                       if( cell_current->config == k_cell_type_merge )
+                                       {
+                                               // Can only move up
+                                               fish->dir[0] = 0;
+                                               fish->dir[1] = -1;
+                                               fish->flow_reversed = 0;
+                                       }
+                                       else
+                                       {
+                                               if( cell_current->config == k_cell_type_split )
+                                               {
+                                                       // Flip flop L/R
+                                                       fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                                       fish->dir[1] = 0;
                                                        
-                                                       // Only vertical pulls allowed on neighbour splitters
-                                                       if( (neighbour->state & FLAG_SPLIT) && i != 2 )
-                                                               continue;
+                                                       if( !(cell_current->state & FLAG_TARGETED) )
+                                                               cell_current->state ^= FLAG_FLIP_FLOP;
+                                               }
+                                               else
+                                               {
+                                                       // Apply cell out-flow
+                                                       struct cell_description *desc = &cell_descriptions[ cell_current->config ];
                                                        
-                                                       // Only vertical pulls allowed for mergers
-                                                       if( (cell->state & FLAG_MERGER) && i != 2 )
-                                                               continue;
+                                                       v2i_copy( fish->flow_reversed? desc->start: desc->end, fish->dir );
+                                               }
+                                               
+                                               v2i pos_next;
+                                               v2i_add( fish->pos, fish->dir, pos_next );
+                                               
+                                               struct cell *cell_next = pcell( pos_next );
+                                               
+                                               if( cell_next->state & (FLAG_CANAL|FLAG_OUTPUT) )
+                                               {
+                                                       struct cell_description *desc = &cell_descriptions[ cell_next->config ];
                                                        
-                                                       // Test for renewall cases if we have drop L/R check if i matches direction.
-                                                       if( (((cell->state & FLAG_DROP_L)&&i==1) || ((cell->state & FLAG_DROP_R)&&i==0)) && neighbour->water[ buffer_id ] )
+                                                       if( cell_next->config == k_cell_type_merge )
                                                        {
-                                                               cell->water[ buffer_next ] = 16;
-                                                               has_source = 1;
+                                                               if( fish->dir[0] == 0 )
+                                                                       fish->state = k_fish_state_dead;
+                                                               else
+                                                                       fish->flow_reversed = 0;
                                                        }
                                                        else
-                                                       if( neighbour->water[ buffer_id ] > cell->water[ buffer_next ]+1 )
                                                        {
-                                                               has_source = 1;
-                                                               cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1;
+                                                               if( cell_next->config == k_cell_type_split )
+                                                               {
+                                                                       if( fish->dir[0] == 0 )
+                                                                       {
+                                                                               sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
+                                                                               cell_next->state |= FLAG_FLIP_ROTATING;
+                                                                               
+                                                                               fish->flow_reversed = 0;
+                                                                       }
+                                                                       else
+                                                                               fish->state = k_fish_state_dead;
+                                                               }
+                                                               else
+                                                                       fish->flow_reversed = ( fish->dir[0] != -desc->start[0] || 
+                                                                                                                                       fish->dir[1] != -desc->start[1] )? 1: 0;
                                                        }
                                                }
+                                               else
+                                                       fish->state = world_check_pos_ok( fish->pos )? k_fish_state_bg: k_fish_state_dead;
                                        }
                                        
-                                       if( !has_source && cell->water[ buffer_id ] )
-                                               cell->water[ buffer_next ] = cell->water[ buffer_id ]-1;
+                                       //v2i_add( fish->pos, fish->dir, fish->pos );
+                               }
+                               else if( fish->state == k_fish_state_bg )
+                               {
+                                       v2i_add( fish->pos, fish->dir, fish->pos );
+                                       
+                                       if( !world_check_pos_ok( fish->pos ) )
+                                               fish->state = k_fish_state_dead;
+                                       else
+                                       {
+                                               struct cell *cell_entry = pcell( fish->pos );
+                                               
+                                               if( cell_entry->state & FLAG_CANAL )
+                                               {
+                                                       if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u 
+                                                               || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d )
+                                                       {
+                                                               sw_set_achievement( "CAN_DO_THAT" );
+                                                       
+                                                               fish->state = k_fish_state_soon_alive;
+                                                               
+                                                               fish->dir[0] = 0;
+                                                               fish->dir[1] = 0;
+                                                               fish->flow_reversed = 1;
+                                                               
+                                                               switch( cell_entry->config )
+                                                               {
+                                                                       case k_cell_type_con_r: fish->dir[0] =  1; break;
+                                                                       case k_cell_type_con_l: fish->dir[0] = -1; break;
+                                                                       case k_cell_type_con_u: fish->dir[1] =  1; break;
+                                                                       case k_cell_type_con_d: fish->dir[1] = -1; break;
+                                                               }
+                                                       }
+                                               }
+                                       }
+                               }
+                               else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); }
+                               
+                               if( fish->state >= k_fish_state_alive )
+                                       alive_count ++;
+                       }
+                       
+                       // Second pass (triggers)
+                       for( int i = 0; i < world.num_fishes; i ++ )
+                       {
+                               struct fish *fish = &world.fishes[i];
+                               
+                               if( fish->state == k_fish_state_alive )
+                               {
+                                       v2i_add( fish->pos, fish->dir, fish->pos );
+                                       struct cell *cell_current = pcell( fish->pos );
+
+                                       if( cell_current->state & FLAG_IS_TRIGGER )
+                                       {
+                                               int trigger_id = cell_current->links[0]?0:1;
+                                               int connection_id = cell_current->links[trigger_id];
+                                               int target_px = connection_id % world.w;
+                                               int target_py = (connection_id - target_px)/world.w;
+                                               
+                                               vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff );
+                                               
+                                               struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
+                                               
+                                               cell_current->state |= FLAG_TRIGGERED;
+                                               
+                                               if( trigger_id )
+                                                       target_peice->state |= FLAG_FLIP_FLOP;
+                                               else
+                                                       target_peice->state &= ~FLAG_FLIP_FLOP;
+                                       }
+                               }
+                       }
+                       
+                       // Third pass (collisions)
+                       struct fish *fi, *fj;
+                       
+                       for( int i = 0; i < world.num_fishes; i ++ )
+                       {
+                               fi = &world.fishes[i];
+                               
+                               if( fi->state == k_fish_state_alive )
+                               {
+                                       int continue_again = 0;
+                               
+                                       for( int j = i+1; j < world.num_fishes; j ++ )
+                                       {
+                                               fj = &world.fishes[j];
+                                               
+                                               if( (fj->state == k_fish_state_alive) )
+                                               {
+                                                       v2i fi_prev;
+                                                       v2i fj_prev;
+                                                       
+                                                       v2i_sub( fi->pos, fi->dir, fi_prev );
+                                                       v2i_sub( fj->pos, fj->dir, fj_prev );
+                                               
+                                                       int 
+                                                       collide_next_frame = ( 
+                                                                (fi->pos[0] == fj->pos[0]) &&
+                                                                (fi->pos[1] == fj->pos[1]))? 1: 0,
+                                                       collide_this_frame = (
+                                                                (fi_prev[0] == fj->pos[0]) &&
+                                                                (fi_prev[1] == fj->pos[1]) &&
+                                                                (fj_prev[0] == fi->pos[0]) &&
+                                                                (fj_prev[1] == fi->pos[1])
+                                                               )? 1: 0;
+                                                       
+                                                       if( collide_next_frame || collide_this_frame )
+                                                       {
+                                                               sw_set_achievement( "BANG" );
+                                                       
+                                                               // Shatter death (+0.5s)
+                                                               float death_time = collide_this_frame? 0.0f: 0.5f;
+                                                               
+                                                               fi->state = k_fish_state_soon_dead;
+                                                               fj->state = k_fish_state_soon_dead;
+                                                               fi->death_time = death_time;
+                                                               fj->death_time = death_time;
+                                                               
+                                                               continue_again = 1;
+                                                               break;
+                                                       }
+                                               }
+                                       }
+                                       if( continue_again )
+                                               continue;
                                }
                        }
-               }
-               
-               world.frame ^= 0x1;
-       }
-       
-       // Fish ticks
-       if( world.simulating )
-       {
-               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
-               {
-                       vg_info( "frame: %u\n", world.sim_frame );
                        
+                       // Spawn fishes
                        for( int i = 0; i < arrlen( world.io ); i ++ )
                        {
                                struct cell_terminal *term = &world.io[ i ];
@@ -652,111 +1667,261 @@ void vg_update(void)
                                
                                if( is_input )
                                {
-                                       if( world.sim_frame < arrlen( term->conditions ) )
+                                       if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
                                        {
-                                               struct fish *fish = &world.fishes[world.num_fishes++];
+                                               struct fish *fish = &world.fishes[ world.num_fishes ];
                                                fish->pos[0] = posx;
                                                fish->pos[1] = posy;
-                                               fish->alive = 1;
-                                               fish->payload = term->conditions[world.sim_frame];
+                                               fish->state = k_fish_state_alive;
+                                               fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
                                                
-                                               int can_spawn = 0;
+                                               struct cell *cell_ptr = pcell( fish->pos );
                                                
-                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
-                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                               if( cell_ptr->config != k_cell_type_stub )
                                                {
-                                                       v2i target;
-                                                       if( world.data[ (posy+dirs[j][1])*world.w + posx+dirs[j][0] ].water[ world.frame & 0x1 ] )
-                                                       {
-                                                               fish->dir[0] = dirs[j][0];
-                                                               fish->dir[1] = dirs[j][1];
-                                                               can_spawn = 1;
-                                                               break;
-                                                       }
+                                                       struct cell_description *desc = &cell_descriptions[ cell_ptr->config ];
+                                                       
+                                                       v2i_copy( desc->start, fish->dir );
+                                                       fish->flow_reversed = 1;
+                                                       
+                                                       world.num_fishes ++;
+                                                       alive_count ++;
                                                }
-                                               
-                                               if( !can_spawn )
-                                                       world.num_fishes--;
                                        }
                                }
                        }
-
-                       for( int i = 0; i < world.num_fishes; i ++ )
+                       
+                       if( alive_count == 0 )
                        {
-                               struct fish *fish = &world.fishes[i];
-                               struct cell *cell_current = pcell( fish->pos );
-                               
-                               if( !fish->alive )
-                                       continue;
-                               
-                               // Apply to output
-                               if( cell_current->state & FLAG_OUTPUT )
+                               world.completed = 1;
+                       
+                               for( int i = 0; i < arrlen( world.io ); i ++ )
                                {
-                                       for( int j = 0; j < arrlen( world.io ); j ++ )
+                                       struct cell_terminal *term = &world.io[ i ];
+                                       int is_input = world.data[ term->id ].state & FLAG_INPUT;
+                                       
+                                       if( !is_input )
                                        {
-                                               struct cell_terminal *term = &world.io[j];
-                                               
-                                               if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+                                               struct terminal_run *run = &term->runs[ world.sim_run ];
+                                       
+                                               if( run->recv_count == run->condition_count )
+                                               {
+                                                       for( int j = 0; j < run->condition_count; j ++ )
+                                                       {
+                                                               if( run->recieved[j] != run->conditions[j] )
+                                                               {
+                                                                       world.completed = 0;
+                                                                       break;
+                                                               }
+                                                       }
+                                               }
+                                               else
                                                {
-                                                       term->recv[ term->recv_count ++ ] = fish->payload;
+                                                       world.completed = 0;
                                                        break;
                                                }
                                        }
-                                       
-                                       fish->alive = 0;
-                                       continue;
                                }
                                
-                               if( !(cell_current->water[ world.frame & 0x1 ] || cell_current->state & (FLAG_INPUT)) )
-                               {
-                                       fish->alive = 0;
-                               }
-                               else
+                               if( world.completed )
                                {
-                                       if( cell_current->state & FLAG_SPLIT )
+                                       if( world.sim_run < world.max_runs-1 )
                                        {
-                                               // Flip flop L/R
-                                               fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
-                                               fish->dir[1] = 0;
+                                               vg_success( "Run passed, starting next\n" );
+                                               world.sim_run ++;
+                                               world.sim_frame = 0;
+                                               world.sim_start = vg_time;
+                                               world.num_fishes = 0;
                                                
-                                               cell_current->state ^= FLAG_FLIP_FLOP;
-                                       }
-                                       else if( cell_current->state & FLAG_MERGER )
-                                       {
-                                               // Can only move up
-                                               fish->dir[0] = 0;
-                                               fish->dir[1] = -1;
+                                               for( int i = 0; i < world.w*world.h; i ++ )
+                                                       world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+                                               
+                                               continue;
                                        }
                                        else
                                        {
-                                               struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
-                                               if( !cell_next->water[ world.frame & 0x1 ] )
-                                               {
-                                                       // Try other directions for valid
-                                                       v2i dirs[] = {{1,0},{-1,0},{0,-1}};
-                                                       vg_info( "Trying some other directions...\n" );
-                                                       
-                                                       for( int j = 0; j < vg_list_size(dirs); j ++ )
-                                                       {
-                                                               if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
-                                                                       continue;
-                                                       
-                                                               if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->water[ world.frame & 0x1 ] )
-                                                               {
-                                                                       fish->dir[0] = dirs[j][0];
-                                                                       fish->dir[1] = dirs[j][1];
-                                                               }
-                                                       }
-                                               }
+                                               vg_success( "Level passed!\n" );
+                                               
+                                               u32 score = 0;
+                                               for( int i = 0; i < world.w*world.h; i ++ )
+                                                       if( world.data[ i ].state & FLAG_CANAL )
+                                                               score ++;
+                                               
+                                               world.score = score;
+                                               world.time = world.sim_frame;
                                        }
+                               }
+                               else
+                               {
+                                       if( world.sim_run > 0 )
+                                               sw_set_achievement( "GOOD_ENOUGH" );
                                        
-                                       fish->pos[0] += fish->dir[0];
-                                       fish->pos[1] += fish->dir[1];
+                                       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?
+                               break;
                        }
                        
                        world.sim_frame ++;
                }
+               
+               float scaled_time = 0.0f;
+               scaled_time = (vg_time-world.sim_start)*world.sim_speed;
+               world.frame_lerp = scaled_time - (float)world.sim_frame;
+               
+               // Update positions
+               for( int i = 0; i < world.num_fishes; i ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       
+                       if( fish->state == k_fish_state_dead )
+                               continue;
+                       
+                       if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) )
+                               continue; // Todo: particle thing?
+                               
+                       struct cell *cell = pcell(fish->pos);
+                       struct cell_description *desc = &cell_descriptions[ cell->config ];
+                       
+                       v2f const *curve;
+                       
+                       float t = world.frame_lerp;
+                       if( fish->flow_reversed && !desc->is_linear )
+                               t = 1.0f-t;
+
+                       v2_copy( fish->physics_co, fish->physics_v );
+                       
+                       switch( cell->config )
+                       {
+                               case k_cell_type_merge:
+                                       if( fish->dir[0] == 1 )
+                                               curve = curve_12;
+                                       else
+                                               curve = curve_9;
+                               break;
+                               case k_cell_type_con_r: curve = curve_1; break;
+                               case k_cell_type_con_l: curve = curve_4; break;
+                               case k_cell_type_con_u: curve = curve_2; break;
+                               case k_cell_type_con_d: curve = curve_8; break;
+                               case 3: curve = curve_3; break;
+                               case 6: curve = curve_6; break;
+                               case 9: curve = curve_9; break;
+                               case 12: curve = curve_12; break;
+                               case 7:
+                                       if( t > curve_7_linear_section )
+                                       {
+                                               t -= curve_7_linear_section;
+                                               t *= (1.0f/(1.0f-curve_7_linear_section));
+                                               
+                                               curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
+                                       }
+                                       else curve = NULL;
+                               break;
+                               default: curve = NULL; break;
+                       }
+
+                       if( curve )
+                       {
+                               float t2 = t * t;
+                               float t3 = t * t * t;
+
+                               float cA = 3.0f*t2 - 3.0f*t3;
+                               float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+                               float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+                               fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+                               fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+                               fish->physics_co[0] += (float)fish->pos[0];
+                               fish->physics_co[1] += (float)fish->pos[1];
+                       }
+                       else
+                       {
+                               v2f origin;
+                               origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+                               origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+                               
+                               fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
+                               fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
+                       }
+               }
+       }
+}
+
+static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
+{
+       v2i full_start = { 0,0 };
+       v2i full_end = { world.w, world.h };
+       
+       if( !start || !end )
+       {
+               start = full_start;
+               end = full_end;
+       }
+       
+       glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+       for( int y = start[1]; y < end[1]; y ++ )
+       {
+               for( int x = start[0]; x < end[0]; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+                       int selected = world.selected == y*world.w + x;
+                       
+                       int tile_offsets[][2] =
+                       {
+                               {2, 0}, {0, 3}, {0, 2}, {2, 2},
+                               {1, 0}, {2, 3}, {3, 2}, {1, 3},
+                               {3, 1}, {0, 1}, {1, 2}, {2, 1},
+                               {1, 1}, {3, 3}, {2, 1}, {2, 1}
+                       };
+                       
+                       int uv[2] = { 3, 0 };
+                       
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                       {
+                               uv[0] = tile_offsets[ cell->config ][0];
+                               uv[1] = tile_offsets[ cell->config ][1];
+                       } else continue;
+                       
+                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
+                       if( selected )
+                       {
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
+                               draw_mesh( 0, 2 );
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+                       }
+                       else                    
+                               draw_mesh( 0, 2 );
+               }
+       }
+}
+
+static void draw_numbers( v3f coord, int number )
+{
+       v3f pos;
+       v3_copy( coord, pos );
+       int digits[8]; int i = 0;
+       
+       while( number > 0 && i < 8 )
+       {               
+               digits[i ++] = number % 10;
+               number = number / 10;
+       }
+       
+       for( int j = 0; j < i; j ++ )
+       {
+               glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos );
+               draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] );
+               pos[0] += pos[2] * 0.75f;
        }
 }
 
@@ -765,53 +1930,255 @@ void vg_render(void)
        glViewport( 0,0, vg_window_x, vg_window_y );
 
        glDisable( GL_DEPTH_TEST );
-       glClearColor( 0.01f, 0.01f, 0.01f, 1.0f );
+       glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       glBindVertexArray( world.tile_vao );
-       SHADER_USE( shader_tile_colour );
-       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
+       v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
+       // TILE SET RENDERING 
+       //      todo: just slam everything into a mesh...
+       //          when user modifies a tile the neighbours can be easily uploaded to gpu mem
+       //          in ~3 subBuffers
+       //          Currently we're uploading a fair amount of data every frame anyway.
+       //          NOTE: this is for final optimisations ONLY!
+       // ======================================================================
+
+       use_mesh( &world.tile );
        
-       for( int y = 0; y < world.h; y ++ )
+       // Draw background
+       
+       if(1){
+       
+       SHADER_USE( shader_background );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, world.background_data );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+       
+       glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+       glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+       
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, world.random_samples );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+       
+       draw_mesh( 0, 2 );
+
+       }
+       
+       
+       // 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;
+       m2x2_identity( subtransform );
+       glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+       
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glBlendEquation(GL_FUNC_ADD);
+       
+       // Bind textures
+       vg_tex2d_bind( &tex_tile_data, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+       
+       vg_tex2d_bind( &tex_wood, 1 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+       
+       render_tiles( NULL, NULL, colour_default, colour_default );
+       
+
+       
+       SHADER_USE( shader_ball );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       vg_tex2d_bind( &tex_ball_noise, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
+       
+       // Draw 'fish'
+       if( world.simulating )
        {
-               for( int x = 0; x < world.w; x ++ )
+               for( int i = 0; i < world.num_fishes; i ++ )
                {
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
-                       
-                       v4f colour;
-                       
-                       struct cell *cell = &world.data[y*world.w+x];
-                       
-                       if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); }
-                       else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
-                       
-                       if( cell->water[world.frame&0x1] )
-                               v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/16.0f), 1.0f }, colour );
-                       
-                       if( world.selected == y*world.w + x )
-                               v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
+                       struct fish *fish = &world.fishes[i];
                        
-                       //if( cell->state & (FLAG_SPLIT) )
-                       //      v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
-                       //if( cell->state & (FLAG_MERGER) )
-                       //      v4_copy( (v4f){ 0.75f, 0.02f, 0.75f, 1.0f }, colour );
+                       if( fish->state == k_fish_state_dead || fish->state == k_fish_state_bg )
+                               continue;
                        
-                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
+                       if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) )
+                               continue;
                        
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+                       v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+                       colour_code_v3( fish->payload, dot_colour );
                        
+                       glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+                       glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
+                       glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
+                       draw_mesh( 0, 2 );
+               }
+       }
+       
+       SHADER_USE( shader_tile_main );
+
+       // Bind textures
+       vg_tex2d_bind( &tex_tile_data, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+       
+       vg_tex2d_bind( &tex_wood, 1 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+       
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
+       render_tiles( NULL, NULL, colour_default, colour_selected  );
+
+       //      Draw splitters
+       for( int y = 2; y < world.h-2; y ++ )
+       {
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+
                        if( cell->state & FLAG_CANAL )
                        {
-                               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f );
-                               glDrawArrays( GL_TRIANGLES, 6, 3 );
+                               if( cell->config == k_cell_type_split )
+                               {
+                                       float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+                                       
+                                       if( cell->state & FLAG_FLIP_ROTATING )
+                                       {
+                                               if( (world.frame_lerp > curve_7_linear_section) )
+                                               {
+                                                       float const rotation_speed = 0.4f;
+                                                       if( (world.frame_lerp < 1.0f-rotation_speed) )
+                                                       {
+                                                               float t = world.frame_lerp - curve_7_linear_section;
+                                                               t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+                                                               t += 1.0f;
+                                                               
+                                                               rotation *= t;
+                                                       }
+                                                       else
+                                                               rotation *= -1.0f;
+                                               }
+                                       }
+
+                                       m2x2_create_rotation( subtransform, rotation );
+
+                                       glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+                                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, cell->state & FLAG_TARGETED? 3.0f: 0.0f, 0.0f );
+                                       draw_mesh( 0, 2 );
+                               }
                        }
                }
        }
        
-       glBindVertexArray( world.circle_vao );
+       // Edit overlay
+       if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !id_drag_from )
+       {
+               v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
+               v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
+       
+               world.data[ world.selected ].state ^= FLAG_CANAL;
+               map_reclassify( new_begin, new_end, 0 );
+               
+               m2x2_identity( subtransform );
+               glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
+               glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+               glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
+               
+               render_tiles( new_begin, new_end, colour_default, colour_default );
+               
+               world.data[ world.selected ].state ^= FLAG_CANAL;
+               map_reclassify( new_begin, new_end, 0 );
+       }
+       
+       //glDisable(GL_BLEND);
+       
+       // Draw connecting wires
+       glDisable(GL_BLEND);
+
+       SHADER_USE( shader_wire );
+       glBindVertexArray( world.wire.vao );
+
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+       
+       if( id_drag_from )
+       {
+               glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), drag_from_co[0], drag_from_co[1], 0.06f );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), drag_to_co[0], drag_to_co[1], 0.06f );
+               glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+       }
+       
+       float rp_x1 = world.frame_lerp*9.0f;
+       float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+       
+       for( int y = 2; y < world.h-2; y ++ )
+       {
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       if( cell->state & FLAG_CANAL )
+                       {
+                               if( cell->state & FLAG_IS_TRIGGER )
+                               {
+                                       int trigger_id = cell->links[0]?0:1;
+                                       
+                                       int x2 = cell->links[trigger_id] % world.w;
+                                       int y2 = (cell->links[trigger_id] - x2) / world.w;
+                                       
+                                       v2f startpoint; 
+                                       v2f endpoint;
+                                       
+                                       startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+                                       startpoint[1] = (float)y2 + 0.25f;
+                                       
+                                       endpoint[0] = x+0.5f;
+                                       endpoint[1] = y+0.5f;
+                                       
+                                       glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+                                       glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+                               }
+                       }
+               }
+       }
+
+       SHADER_USE( shader_tile_colour );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       use_mesh( &world.circle );
+
+       int const filled_start = 0;
+       int const filled_count = 32;
+       int const empty_start = 32;
+       int const empty_count = 32*2;
        
        // Draw i/o arrays
        for( int i = 0; i < arrlen( world.io ); i ++ )
@@ -820,70 +2187,365 @@ void vg_render(void)
                int posx = term->id % world.w;
                int posy = (term->id - posx)/world.w;
                int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
                
-               int const filled_start = 0;
-               int const filled_count = 32*3;
-               int const empty_start = 32*3;
-               int const empty_count = 32*6;
+               for( int k = 0; k < term->run_count; k ++ )
+               {
+                       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 )
+                               {
+                                       colour_code_v3( term->runs[k].conditions[j], dot_colour );
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                               
+                                       // Draw filled if tick not passed, draw empty if empty
+                                       if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
+                                               draw_mesh( empty_start, empty_count );
+                                       else
+                                               draw_mesh( filled_start, filled_count );
+                               }
+                               else
+                               {
+                                       if( term->runs[k].recv_count > j )
+                                       {
+                                               colour_code_v3( term->runs[k].recieved[j], dot_colour );
+                                               v3_muls( dot_colour, 0.8f, dot_colour );
+                                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                               
+                                               draw_mesh( filled_start, filled_count );
+                                       }
+                                       
+                                       colour_code_v3( term->runs[k].conditions[j], dot_colour );
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                       
+                                       draw_mesh( empty_start, empty_count );
+                               }
+                       }
+               }
+       }
+       
+       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 );
+       }
+       
+       // Draw score
+       float const score_bright = 1.25f;
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 
+               0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
                
-               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+       use_mesh( &world.numbers );
+       draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
+}
+
+static ui_colourset flcol_list_a = {
+       .main = 0xff877979,
+       .hover = 0xffa09393,
+       .active = 0xffbfb1b0
+};
+static ui_colourset flcol_list_b = {
+       .main = 0xff7c6e6e,
+       .hover = 0xffa09393,
+       .active = 0xffbfb1b0
+};
+
+static ui_colourset flcol_list_complete_a = {
+       .main = 0xff62a064,
+       .hover = 0xff8dc18f,
+       .active = 0xffb2ddb3
+};
+
+static ui_colourset flcol_list_complete_b = {
+       .main = 0xff79b37b,
+       .hover = 0xff8dc18f,
+       .active = 0xffb2ddb3
+};
+
+static ui_colourset flcol_list_locked = {
+       .main = 0xff655959,
+       .hover = 0xff655959,
+       .active = 0xff655959
+};
+
+static struct
+{
+       SteamLeaderboard_t steam_leaderboard;
+       int leaderboard_matches;
+       
+       struct cmp_level *level_selected;
+} 
+ui_data;
+
+void vg_ui(void)
+{
+       // UI memory
+       static int pack_selection = 0;
+       static struct pack_info
+       {
+               struct cmp_level *levels;
+               u32 level_count;
+               const char *name;
+       }
+       pack_infos[] = 
+       {
+               {
+                       .levels = cmp_levels_tutorials,
+                       .level_count = vg_list_size(cmp_levels_tutorials),
+                       .name = "Training"
+               },
+               {
+                       .levels = cmp_levels_basic,
+                       .level_count = vg_list_size(cmp_levels_basic),
+                       .name = "Main"
+               },
+               {
+                       .levels = cmp_levels_grad,
+                       .level_count = vg_list_size(cmp_levels_tutorials),
+                       .name = "Expert"
+               }
+       };
+       
+       // UI Code
+       ui_global_ctx.cursor[0] = 0;
+       ui_global_ctx.cursor[1] = 0;
+       ui_global_ctx.cursor[2] = 256;
+
+       gui_fill_y();
+       
+       ui_global_ctx.id_base = 4 << 16;
+       
+       gui_new_node();
+       {
+               gui_capture_mouse( 9999 );
+               gui_fill_rect( ui_global_ctx.cursor, 0xff5577ff );
                
-               for( int j = 0; j < arrlen( term->conditions ); j ++ )
+               gui_text( "ASSIGNMENTS", 8, 0 );
+               
+               ui_global_ctx.cursor[1] += 30;
+               ui_global_ctx.cursor[3] = 25;
+               
+               gui_new_node();
                {
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
+                       ui_rect_pad( ui_global_ctx.cursor, 2 );
+                       ui_global_ctx.cursor[2] = 84;
                        
-                       if( is_input )
+                       for( int i = 0; i < 3; i ++ )
                        {
-                               colour_code_v3( term->conditions[j], dot_colour );
-                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                               if( i == pack_selection )
+                                       gui_override_colours( &flcol_list_locked );
+
+                               if( gui_button( 2000 + i ) == k_button_click )
+                                       pack_selection = i;
+                               
+                               ui_global_ctx.cursor[1] += 2;
+                               gui_text( pack_infos[i].name, 4, 0 );
+                               gui_end_right();
+                               
+                               gui_reset_colours();
+                       } 
+               }
+               gui_end_down();
+               
+               ui_global_ctx.cursor[3] = 500;
+               
+               // DRAW LEVEL SELECTION LIST
+               {
+                       struct cmp_level *levels = pack_infos[ pack_selection ].levels;
+                       int count = pack_infos[ pack_selection ].level_count;
+                       int unlocked = 3000;
+               
+                       static struct ui_scrollbar sb = {
+                               .bar_height = 400
+                       };
                        
-                               // Draw filled if tick not passed, draw empty if empty
-                               if( world.sim_frame > j )
-                                       glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
-                               else
-                                       glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
-                       }
-                       else
+                       ui_px view_height = ui_global_ctx.cursor[3];
+                       ui_px level_height = 50;
+
+                       // Level scroll view
+                       gui_new_node();
                        {
-                               if( term->recv_count > j )
+                               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 )
                                {
-                                       colour_code_v3( term->recv[j], dot_colour );
-                                       v3_muls( dot_colour, 0.8f, dot_colour );
-                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-                                       
-                                       glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
+                                       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 );
                                }
                                
-                               colour_code_v3( term->conditions[j], dot_colour );
-                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                               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];
                                
-                               glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+                                       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();
        
-       // Draw 'fish'
-       if( world.simulating )
+       // Selected level UI
+       // ============================================================
+       
+       if( ui_data.level_selected )
        {
-               float scaled_time = (vg_time-world.sim_start)*2.0f;
-               float lerp = 1.0f-(scaled_time - (float)world.sim_frame);
+               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;
                
-               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
-               
-               for( int i = 0; i < world.num_fishes; i ++ )
+               gui_new_node();
                {
-                       struct fish *fish = &world.fishes[i];
+                       gui_capture_mouse( 9999 );
                        
-                       if( !fish->alive )
-                               continue;
+                       gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
+                       ui_global_ctx.cursor[1] += 4;
+                       gui_text( ui_data.level_selected->title, 6, 0 );
                        
-                       colour_code_v3( fish->payload, dot_colour );
-                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                       ui_global_ctx.cursor[1] += 30;
+                       ui_rect_pad( ui_global_ctx.cursor, 8 );
+                       ui_global_ctx.cursor[3] = 300;
                        
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)fish->pos[0] + 0.5f - (float)fish->dir[0]*lerp, (float)fish->pos[1] + 0.5f - (float)fish->dir[1]*lerp, 0.25f );
-                       glDrawArrays( GL_TRIANGLES, 0, 32*3 );
+                       gui_new_node();
+                       {
+                               gui_fill_rect( ui_global_ctx.cursor, 0xff655959 );
+                       }
+                       gui_end_down();
+                       
+                       ui_text_use_paragraph( &ui_global_ctx );
+                       ui_global_ctx.cursor[1] += 2;
+                       
+                       gui_text( ui_data.level_selected->description, 5, 0 );
+                       ui_text_use_title( &ui_global_ctx );
+                       
+                       // Buttons at the bottom
+                       ui_global_ctx.cursor[3] = 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();
                }
        }
 }
 
-void vg_ui(void){}
+void leaderboard_found( LeaderboardFindResult_t *pCallback )
+{
+       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;
+}