// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+//#define VG_CAPTURE_MODE
#define VG_STEAM
#define VG_STEAM_APPID 1218140U
#include "vg/vg.h"
#include "fishladder_resources.h"
-/*
- Todo for release:
- Tutorial levels:
- 1. Transport
- 2. Split
- 3. Merge (and explode)
- 4. Principle 1 (divide colours)
- 5. Principle 2 (combine colours)
-
- Trainee levels:
- Simple maths (x3)
- Colour ordering (x2)
- Routing problems (x2)
-
- Medium levels:
- Reverse order
-
- New things to program:
- UI text element renderer (SDF) DONE(sorta)
- Particle system thing for ball collision
- Level descriptions / titles HALF
- Row Gridlines for I/O DONE
- Play button / Speed controller PLAY/PAUSED.. todo: speed, wire connecty
-
-
- After release:
-
-*/
+// #define STEAM_LEADERBOARDS
// CONSTANTS
// ===========================================================================================================
k_world_button_none = -1,
k_world_button_sim = 0,
k_world_button_pause = 1,
- k_world_button_wire_mode = 2
+ k_world_button_speedy = 2
};
#define FLAG_CANAL 0x1
u32 elements;
};
+struct
+{
+ GLuint vao;
+ GLuint vbo;
+ GLuint ebo;
+
+ u32
+ title_start, title_count,
+ desc_start, desc_count,
+ score_start, score_count,
+ time_start, time_count
+ ;
+
+ #pragma pack(push,1)
+ struct vector_glyph_vert
+ {
+ v2f co;
+ v2f uv;
+
+ u32 colour;
+ }
+ *buffer;
+ #pragma pack(pop)
+
+ u16 *indices;
+}
+text_buffers;
+
struct world
{
#pragma pack(push,1)
*data;
#pragma pack(pop)
-
int initialzed;
int sim_run, max_runs;
int w, h;
- struct mesh shapes, numbers;
+ struct mesh shapes;
struct mesh_wire
{
GLuint vao, vbo, ebo;
glBindVertexArray( m->vao );
}
-
-
-
-
static struct cell_button *get_wbutton( enum e_world_button btn )
{
return &world.buttons[ btn ];
}
}
+static u32 gen_text_buffer( const char *str, struct sdf_font *font, v2f origin, float size, u32 start )
+{
+ u32 count = 0;
+
+ v2f cursor;
+ v2f invUv;
+ v2_copy( origin, cursor );
+
+ float invScale = (size / (float)font->size);
+ invUv[0] = 1.0f / (float)font->width;
+ invUv[1] = 1.0f / (float)font->height;
+
+ const char *_c = str;
+ char c;
+ while( (c = *(_c ++)) )
+ {
+ if( c == '\n' )
+ {
+ cursor[1] += size * 1.25f;
+ cursor[0] = origin[0];
+ }
+ else if( c >= 32 && c <= 126 )
+ {
+ struct sdf_char *pch = &font->characters[ c - ' ' ];
+ struct vector_glyph_vert *vt = &text_buffers.buffer[ count * 4 ];
+ u16 *ind = &text_buffers.indices[ count * 6 ];
+
+ // Emit quad
+ v2f p0; v2f uv0;
+ v2f p1; v2f uv1;
+
+ v2_muladds( cursor, (v2f){ pch->originX, -pch->originY }, -invScale, p0 );
+ v2_muladds( p0, (v2f){ pch->w, -pch->h }, invScale, p1 );
+
+ v2_mul( (v2f){ pch->uvx, pch->uvy }, invUv, uv0 );
+ v2_muladd( uv0, (v2f){ pch->w, pch->h }, invUv, uv1 );
+
+ v2_copy( p0, vt[0].co );
+ v2_copy( uv0, vt[0].uv );
+ vt[0].colour = 0xffffffff;
+
+ v2_copy( (v2f){ p0[0], p1[1] }, vt[1].co );
+ v2_copy( (v2f){ uv0[0], uv1[1] }, vt[1].uv );
+ vt[1].colour = 0xffffffff;
+
+ v2_copy( p1, vt[2].co );
+ v2_copy( uv1, vt[2].uv );
+ vt[2].colour = 0xffffffff;
+
+ v2_copy( (v2f){ p1[0], p0[1] }, vt[3].co );
+ v2_copy( (v2f){ uv1[0], uv0[1] }, vt[3].uv );
+ vt[3].colour = 0xffffffff;
+
+ // Emit indices
+ ind[0] = count*4;
+ ind[1] = count*4+1;
+ ind[2] = count*4+2;
+ ind[3] = count*4;
+ ind[4] = count*4+2;
+ ind[5] = count*4+3;
+
+ cursor[0] += (float)pch->advance * invScale;
+ count ++;
+ }
+ }
+
+ glBindVertexArray( text_buffers.vao );
+
+ glBindBuffer( GL_ARRAY_BUFFER, text_buffers.vbo );
+ glBufferSubData( GL_ARRAY_BUFFER,
+ start*4*sizeof( struct vector_glyph_vert ),
+ count*4*sizeof( struct vector_glyph_vert ),
+ text_buffers.buffer
+ );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, text_buffers.ebo );
+ glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, start*6*sizeof(u16), count*6*sizeof( u16 ), text_buffers.indices );
+
+ return count;
+}
+
+static void gen_level_text( struct cmp_level *pLevel )
+{
+ text_buffers.title_count = gen_text_buffer( pLevel->title, &font_Ubuntu, (v2f){ 0.0f, 0.0f }, 1.0f, text_buffers.title_start );
+ text_buffers.desc_count = gen_text_buffer( pLevel->description, &font_Ubuntu, (v2f){ 0.0f, 0.0f }, 0.5f, text_buffers.desc_start );
+ text_buffers.desc_count = 0;
+}
+
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
px[3] = 0;
}
}
+
+ // Level selection area
+
+ // Beginner
+ for( int y = 16+2; y < 16+2+4; y ++ )
+ {
+ u8 *px = &info_buffer[((y*64)+16-1)*4];
+ px[0] = 0x10;
+ }
+
+ // Intermediate
+ for( int y = 16+2; y < 16+2+6; y ++ )
+ {
+ for( int x = 0; x < 3; x ++ )
+ {
+ u8 *px = &info_buffer[((y*64)+16-5+x)*4];
+ px[0] = 0x10;
+ }
+ }
+
+ // Expert
+ for( int x = 1; x < 5; x ++ )
+ {
+ u8 *px = &info_buffer[((16*64)+16-5+x)*4];
+ px[0] = 0x10;
+ }
+
+ info_buffer[(((16+world.h-3)*64)+world.w+16-1)*4] = 0x30;
+ info_buffer[(((16+world.h-2)*64)+world.w+16-1)*4] = 0x30;
// Random walks.. kinda
for( int i = 0; i < arrlen(world.io); i ++ )
if( lvl->serial_id == encoded.in_map )
{
if( console_changelevel( 1, &lvl->map_name ) )
+ {
world.pCmpLevel = lvl;
+ gen_level_text( world.pCmpLevel );
+ }
}
}
}
return world.buttons[ k_world_button_sim ].pressed;
}
+static void clear_animation_flags(void)
+{
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~(FLAG_FLIP_FLOP|FLAG_FLIP_ROTATING);
+}
+
static void simulation_stop(void)
{
world.buttons[ k_world_button_sim ].pressed = 0;
world.num_fishes = 0;
world.sim_frame = 0;
world.sim_run = 0;
+ world.frame_lerp = 0.0f;
io_reset();
sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+ clear_animation_flags();
+
vg_info( "Stopping simulation!\n" );
}
+static void simulation_start(void)
+{
+ vg_success( "Starting simulation!\n" );
+
+ sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+ world.sim_run = 0;
+
+ world.sim_delta_speed = world.buttons[ k_world_button_speedy ].pressed? 10.0f: 2.5f;
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = 0.0f;
+ world.sim_internal_time = 0.0f;
+ world.pause_offset_target = 0.0f;
+
+ world.sim_target = 0;
+
+ clear_animation_flags();
+
+ io_reset();
+
+ if( world.pCmpLevel )
+ {
+ world.pCmpLevel->completed_score = 0;
+ }
+}
+
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;
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 );
+ static float size_current = 2.0f;
+ static v3f origin_current = { 0.0f, 0.0f, 0.0f };
+
+ size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f;
v3f origin;
- origin[0] = floorf( -0.5f * world.w );
+ origin[0] = floorf( -0.5f * ((float)world.w-4.5f) );
origin[1] = floorf( -0.5f * world.h );
origin[2] = 0.0f;
+ // Lerp towards target
+ size_current = vg_lerpf( size_current, size, vg_time_delta * 6.0f );
+ v2_lerp( origin_current, origin, vg_time_delta * 6.0f, origin_current );
+
+ m3x3_projection( m_projection, -size_current, size_current, -size_current*r1, size_current*r1 );
m3x3_identity( m_view );
- m3x3_translate( m_view, origin );
+ m3x3_translate( m_view, origin_current );
m3x3_mul( m_projection, m_view, vg_pv );
vg_projection_update();
if( vg_get_button_up("secondary") && world.id_drag_from == world.selected )
{
- u32 link_id = local_x > 0.5f? 1: 0;
+ u32 link_id = cell_ptr->links[ 0 ]? 0: 1;
// break existing connection off
if( cell_ptr->links[ link_id ] )
world.id_drag_from = 0;
}
- if( world.id_drag_from && (cell_ptr->state & FLAG_CANAL) && (cell_ptr->config == k_cell_type_split) )
+ else if( world.id_drag_from && (cell_ptr->state & FLAG_CANAL) && (cell_ptr->config == k_cell_type_split) )
{
world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
world.drag_to_co[1] = (float)world.tile_y + 0.25f;
world.sim_target = (int)floorf(world.sim_internal_time);
+ int success_this_frame = 0;
+ int failure_this_frame = 0;
+
while( world.sim_frame < world.sim_target )
{
sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 );
{
struct terminal_run *run = &term->runs[ world.sim_run ];
if( run->recv_count < vg_list_size( run->recieved ) )
+ {
+ if( fish->payload == run->conditions[ run->recv_count ] )
+ success_this_frame = 1;
+ else
+ failure_this_frame = 1;
+
run->recieved[ run->recv_count ++ ] = fish->payload;
+ }
+ else
+ failure_this_frame = 1;
break;
}
{
career_pass_level( world.pCmpLevel, world.score, 1 );
}
+
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 9 );
+ failure_this_frame = 0;
+ success_this_frame = 0;
}
}
else
world.sim_frame ++;
}
+ // Sounds
+ if( failure_this_frame )
+ {
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 0 );
+ }
+ else if( success_this_frame )
+ {
+ static int succes_counter = 0;
+
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 1+(succes_counter++) );
+
+ if( succes_counter == 7 )
+ succes_counter = 0;
+ }
+
// Position update
// =====================================================================================================
}
}
-/*
-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;
- }
-}*/
-
-static void simulation_start(void)
-{
- vg_success( "Starting simulation!\n" );
-
- sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
-
- world.num_fishes = 0;
- world.sim_frame = 0;
- world.sim_run = 0;
-
- world.sim_delta_speed = 2.5f;
- world.sim_delta_ref = vg_time;
- world.sim_internal_ref = 0.0f;
- world.sim_internal_time = 0.0f;
- world.pause_offset_target = 0.0f;
-
- world.sim_target = 0;
-
- for( int i = 0; i < world.w*world.h; i ++ )
- world.data[ i ].state &= ~FLAG_FLIP_FLOP;
-
- io_reset();
-}
-
-static void wbutton_run( enum e_world_button btn_name )
+static void wbutton_run( enum e_world_button btn_name, v2f btn_tex )
{
static v3f button_colours[] = {
{0.204f, 0.345f, 0.553f},
{0.204f, 0.345f, 0.553f},
- {0.741f, 0.513f, 0.078f},
+ {0.553f, 0.345f, 0.204f},
{1.0f, 0.0f, 0.0f}
};
struct cell_button *btn = &world.buttons[btn_name];
// Interaction
+ int tex_offset = 0;
int is_hovering = (world.tile_x == world.w-1 && world.tile_y == world.h-btn_name-2)?1:0;
if( vg_get_button_up( "primary" ) && is_hovering )
else
world.pause_offset_target = 0.0f;
}
+ else if( btn_name == k_world_button_speedy )
+ {
+ btn->pressed ^= 0x1;
+
+ world.sim_delta_speed = btn->pressed? 10.0f: 2.5f;
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = world.sim_internal_time;
+ }
else
{
btn->pressed ^= 0x1;
btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
// Draw
+ if( btn_name == k_world_button_sim && world.buttons[ k_world_button_sim ].pressed )
+ {
+ if( world.buttons[ k_world_button_pause ].pressed )
+ tex_offset = 3;
+ else
+ tex_offset = 2;
+ }
v4f final_colour;
v3_copy( button_colours[ btn_name ], final_colour );
glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
world.w-1,
world.h-btn_name-2,
- (float)btn_name,
- 3.0f
+ (float)(btn_tex[0]+tex_offset),
+ btn_tex[1]
);
glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
draw_mesh( 0, 2 );
}
+static void wbutton_draw( v2i pos, v2f tex, v4f colour )
+{
+ glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
+ pos[0],
+ pos[1],
+ tex[0],
+ tex[1]
+ );
+ glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, colour );
+ draw_mesh( 0, 2 );
+}
+
+static void level_selection_buttons(void)
+{
+ v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
+ v3f locked_colour = { 0.2f, 0.2f, 0.2f };
+
+ struct button_grid
+ {
+ v3f primary_colour;
+ v2i origin;
+ v2i dims;
+ struct cmp_level *levels;
+ int count;
+ }
+ grids[] =
+ {
+ {
+ .primary_colour = { 0.204f, 0.345f, 0.553f },
+ .origin = { -1, 2 },
+ .dims = { 1, 4 },
+ .levels = cmp_levels_tutorials,
+ .count = vg_list_size( cmp_levels_tutorials )
+ },
+ {
+ .primary_colour = { 0.304f, 0.245f, 0.553f },
+ .origin = { -5, 2 },
+ .dims = { 3, 6 },
+ .levels = cmp_levels_basic,
+ .count = vg_list_size( cmp_levels_basic )
+ },
+ {
+ .primary_colour = { 0.553f, 0.345f, 0.204f },
+ .origin = { -4, 0 },
+ .dims = { 4, 1 },
+ .levels = cmp_levels_grad,
+ .count = vg_list_size( cmp_levels_grad )
+ }
+ };
+
+ v2f tex_coord = { 0.0f, 0.0f };
+ v4f final_colour = { 0.0f, 0.0f, 0.0f, 0.2f };
+ v2i button_pos;
+ static struct cmp_level *select_from = NULL;
+ struct cmp_level *switch_level_to = NULL;
+
+ if( vg_get_button_down( "primary" ) )
+ select_from = NULL;
+
+ for( int i = 0; i < vg_list_size( grids ); i ++ )
+ {
+ struct button_grid *grid = &grids[i];
+
+ int j = 0;
+
+ for( int x = 0; x < grid->dims[0]; x ++ )
+ {
+ for( int y = 0; y < grid->dims[1]; y ++ )
+ {
+ if( j < grid->count )
+ {
+ struct cmp_level *lvl = &grid->levels[ j ];
+
+ // Determine colour
+ if( lvl->unlocked )
+ {
+ if( lvl->is_tutorial )
+ v3_copy( tutorial_colour, final_colour );
+ else
+ v3_copy( grid->primary_colour, final_colour );
+
+ if( lvl->completed_score )
+ final_colour[3] = 0.8f;
+ else
+ final_colour[3] = 0.2f;
+ }
+ else v3_copy( locked_colour, final_colour );
+
+ v2i_add( grid->origin, (v2i){ x,y }, button_pos );
+ int is_hovering = v2i_eq( (v2i){world.tile_x, world.tile_y}, button_pos );
+
+ if( is_hovering )
+ {
+ final_colour[3] += 0.1f;
+
+ // Up click
+ if( vg_get_button_up( "primary" ) )
+ if( select_from == lvl && lvl->unlocked )
+ {
+ switch_level_to = lvl;
+ sfx_set_play( &audio_clicks, &audio_system_ui, 1 );
+ }
+
+ // Start click
+ if( vg_get_button_down( "primary" ) )
+ select_from = lvl;
+
+ if( vg_get_button( "primary" ) )
+ final_colour[3] += 0.2f;
+ }
+
+ if( world.pCmpLevel == lvl )
+ final_colour[3] += fabsf(sinf( vg_time * 2.0f )) * 0.2f;
+
+ wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour );
+ }
+ else break;
+
+ j ++;
+ }
+ }
+ }
+
+ if( switch_level_to )
+ {
+ if( console_changelevel( 1, &switch_level_to->map_name ) )
+ {
+ world.pCmpLevel = switch_level_to;
+ gen_level_text( world.pCmpLevel );
+ }
+ }
+}
+
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
int const empty_start = circle_base+32;
int const empty_count = circle_base+32*2;
+ if( !world.initialzed )
+ return;
+
// BACKGROUND
// ========================================================================================================
use_mesh( &world.shapes );
vg_tex2d_bind( &tex_buttons, 0 );
glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
- wbutton_run( k_world_button_sim );
- wbutton_run( k_world_button_pause );
- //wbutton_run( k_world_button_wire_mode );
+ wbutton_run( k_world_button_sim, (v2f){ 0.0f, 3.0f } );
+ wbutton_run( k_world_button_pause, (v2f){ 1.0f, 3.0f } );
+ wbutton_run( k_world_button_speedy, (v2f){ 0.0f, 2.0f } );
+
+ level_selection_buttons();
+
+ // TEXT ELEMENTS
+ // ========================================================================================================
+ SHADER_USE( shader_sdf );
+ glBindVertexArray( text_buffers.vao );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_sdf, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_ubuntu, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_sdf, "uTexGlyphs" ), 0 );
+
+ glDrawElements( GL_TRIANGLES, text_buffers.title_count*6, GL_UNSIGNED_SHORT, (void*)( text_buffers.title_start*6*sizeof(u16) ) );
+ glDrawElements( GL_TRIANGLES, text_buffers.desc_count*6, GL_UNSIGNED_SHORT, (void*)( text_buffers.desc_start*6*sizeof(u16) ) );
// WIRES
// ========================================================================================================
void vg_ui(void)
{
+ /*
// UI memory
static int pack_selection = 0;
static struct pack_info
gui_capture_mouse( 9999 );
gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
- gui_text( "ASSIGNMENTS", 8, 0 );
+ gui_text( "ASSIGNMENTS", 32, 0 );
ui_global_ctx.cursor[1] += 30;
ui_global_ctx.cursor[3] = 25;
pack_selection = i;
ui_global_ctx.cursor[1] += 2;
- gui_text( pack_is_unlocked? pack_infos[i].name: "???", 4, 0 );
+ gui_text( pack_is_unlocked? pack_infos[i].name: "???", 24, 0 );
gui_end_right();
gui_reset_colours();
}
ui_global_ctx.override_colour = 0xffffffff;
- gui_text( lvl_info->title, 6, 0 );
+ gui_text( lvl_info->title, 24, 0 );
ui_global_ctx.cursor[1] += 18;
- gui_text( lvl_info->completed_score>0? "passed": "incomplete", 4, 0 );
+ gui_text( lvl_info->completed_score>0? "passed": "incomplete", 24, 0 );
}
else
{
gui_button( 2 + i );
ui_global_ctx.override_colour = 0xff786f6f;
- gui_text( "???", 6, 0 );
+ gui_text( "???", 24, 0 );
ui_global_ctx.cursor[1] += 18;
- gui_text( "locked", 4, 0 );
+ gui_text( "locked", 24, 0 );
}
gui_end_down();
gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
ui_global_ctx.cursor[1] += 4;
- gui_text( ui_data.level_selected->title, 6, 0 );
+ gui_text( ui_data.level_selected->title, 24, 0 );
ui_global_ctx.cursor[1] += 30;
ui_rect_pad( ui_global_ctx.cursor, 8 );
}
gui_end_down();
- ui_text_use_paragraph( &ui_global_ctx );
+ //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 );
+ gui_text( ui_data.level_selected->description, 16, 0 );
+ //ui_text_use_title( &ui_global_ctx );
// Buttons at the bottom
ui_global_ctx.cursor[3] = 25;
{
ui_data.level_selected = NULL;
}
- gui_text( "BACK", 6, k_text_alignment_center );
+ gui_text( "BACK", 24, k_text_alignment_center );
gui_end();
gui_align_right();
ui_global_ctx.override_colour = 0xff888888;
- gui_text( "RESTORE SOLUTION", 6, k_text_alignment_center );
+ gui_text( "RESTORE SOLUTION", 24, k_text_alignment_center );
gui_end_right();
ui_global_ctx.override_colour = 0xffffffff;
}
ui_data.leaderboard_show = 0;
}
}
- gui_text( "PLAY", 6, k_text_alignment_center );
+ gui_text( "PLAY", 24, k_text_alignment_center );
gui_end();
}
gui_new_node();
{
gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
- gui_text( "FRIEND LEADERBOARD", 6, 0 );
+ gui_text( "FRIEND LEADERBOARD", 24, 0 );
}
gui_end_down();
// 1,2,3 ...
static const char *places[] = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" };
- gui_text( places[i], 7, 0 );
+ gui_text( places[i], 24, 0 );
ui_global_ctx.cursor[0] += 32;
struct leaderboard_player *player = &ui_data.leaderboard_players[i];
gui_end_right();
// Players name
- gui_text( player->player_name, 7, 0 );
+ gui_text( player->player_name, 24, 0 );
ui_global_ctx.cursor[2] = 50;
gui_align_right();
- gui_text( player->score_text, 7, k_text_alignment_right );
+ gui_text( player->score_text, 24, k_text_alignment_right );
}
gui_end_down();
gui_end();
}
}
+ */
}
void leaderboard_dispatch_score(void)
{
+#if STEAM_LEADERBOARDS
sw_upload_leaderboard_score(
ui_data.upload_request.level->steam_leaderboard,
k_ELeaderboardUploadScoreMethodKeepBest,
ui_data.upload_request.is_waiting = 0;
vg_success( "Dispatched leaderboard score\n" );
+#endif
}
void leaderboard_found( LeaderboardFindResult_t *pCallback )
{
+#ifdef STEAM_LEADERBOARDS
if( !pCallback->m_bLeaderboardFound )
{
vg_error( "Leaderboard could not be found\n" );
}
}
}
+#endif
}
void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
{
+#ifdef STEAM_LEADERBOARDS
// Update UI if this leaderboard matches what we currently have in view
if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard )
{
ui_data.leaderboard_show = 0;
}
else vg_warn( "Downloaded leaderboard does not match requested!\n" );
+#endif
}
void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
{
+#ifdef STEAM_LEADERBOARDS
if( ui_data.upload_request.is_waiting )
vg_warn( "You are uploading leaderboard entries too quickly!\n" );
leaderboard_dispatch_score();
else
sw_find_leaderboard( cmp_level->map_name );
+#endif
}
// CONSOLE COMMANDS
void vg_start(void)
{
// Steamworks callbacks
+ #ifdef STEAM_LEADERBOARDS
sw_leaderboard_found = &leaderboard_found;
sw_leaderboard_downloaded = &leaderboard_downloaded;
+ #endif
vg_function_push( (struct vg_cmd){
.name = "_map_write",
init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_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;
resource_load_main();
+ // Create text buffers
+ {
+ // Work out the counts for each 'segment'
+ u32 desc_max_size = 0, title_max_size = 0,
+ score_max_size = 10,
+ time_max_size = 10
+ ;
+
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+
+ desc_max_size = VG_MAX( desc_max_size, strlen( lvl->description ) );
+ title_max_size = VG_MAX( title_max_size, strlen( lvl->title ) );
+ }
+ }
+
+ // Full buffer
+ u32 total_characters =
+ title_max_size +
+ desc_max_size +
+ score_max_size +
+ time_max_size;
+
+ u32 total_faces = total_characters * 2,
+ total_vertices = total_characters * 4,
+ total_indices = total_faces * 3;
+
+ // Working buffer
+ u32 work_buffer_total_chars =
+ VG_MAX( VG_MAX( desc_max_size, title_max_size ), VG_MAX( score_max_size, time_max_size ) );
+ u32 total_work_faces = work_buffer_total_chars * 2,
+ total_work_vertices = work_buffer_total_chars * 4,
+ total_work_indices = total_work_faces * 3;
+
+ text_buffers.title_count = 0;
+ text_buffers.desc_count = 0;
+ text_buffers.score_count = 0;
+ text_buffers.time_count = 0;
+
+ // Calculate offsets
+ text_buffers.title_start = 0;
+ text_buffers.desc_start = title_max_size;
+ text_buffers.score_start = text_buffers.desc_start + desc_max_size;
+ text_buffers.time_start = text_buffers.score_start + score_max_size;
+
+ // Opengl
+ glGenVertexArrays(1, &text_buffers.vao);
+ glGenBuffers( 1, &text_buffers.vbo );
+ glGenBuffers( 1, &text_buffers.ebo );
+ glBindVertexArray( text_buffers.vao );
+
+ glBindBuffer( GL_ARRAY_BUFFER, text_buffers.vbo );
+ glBufferData( GL_ARRAY_BUFFER, total_vertices * sizeof( struct vector_glyph_vert ), NULL, GL_DYNAMIC_DRAW );
+
+ glBindVertexArray( text_buffers.vao );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, text_buffers.ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, total_indices * sizeof( u16 ), NULL, GL_DYNAMIC_DRAW );
+
+ u32 const stride = sizeof( struct vector_glyph_vert );
+
+ // XY
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, stride, (void *)offsetof( struct vector_glyph_vert, co ) );
+ glEnableVertexAttribArray( 0 );
+
+ // UV
+ glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, stride, (void *)offsetof( struct vector_glyph_vert, uv ) );
+ glEnableVertexAttribArray( 1 );
+
+ // COLOUR
+ glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, (void *)offsetof( struct vector_glyph_vert, colour ) );
+ glEnableVertexAttribArray( 2 );
+
+ // Offline memory
+ text_buffers.buffer = (struct vector_glyph_vert *)malloc( total_work_vertices * sizeof(struct vector_glyph_vert) );
+ text_buffers.indices = (u16*)malloc( total_work_indices * sizeof(u16) );
+ }
+
// Restore gamestate
career_local_data_init();
career_load();
console_save_map( 0, NULL );
career_serialize();
+ glDeleteVertexArrays( 1, &text_buffers.vao );
+ glDeleteBuffers( 1, &text_buffers.vbo );
+ glDeleteBuffers( 1, &text_buffers.ebo );
+
+ free( text_buffers.buffer );
+ free( text_buffers.indices );
+
resource_free_main();
glDeleteTextures( 1, &world.background_data );
glDeleteBuffers( 1, &world.wire.ebo );
free_mesh( &world.shapes );
- free_mesh( &world.numbers );
map_free();
}