fixed windows line-endings messing stuff up
[fishladder.git] / fishladder_resources.h
index 4408dcf8784b4ecfe293a7fcb76443099af5c04d..0585b0ce2cb295499c5db40df375074e1e98e9d9 100644 (file)
@@ -299,3 +299,174 @@ void vg_register(void)
        SHADER_INIT( shader_ball );
        SHADER_INIT( shader_background );
 }
+
+/*
+       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=
+               |          |    |     |    |     |    |
+*/
+
+float const MESH_NUMBER_0[] = {
+       #include "fonts/numbers/n0.h"
+};
+
+float const MESH_NUMBER_1[] = {
+       #include "fonts/numbers/n1.h"
+};
+
+float const MESH_NUMBER_2[] = {
+       #include "fonts/numbers/n2.h"
+};
+
+float const MESH_NUMBER_3[] = {
+       #include "fonts/numbers/n3.h"
+};
+
+float const MESH_NUMBER_4[] = {
+       #include "fonts/numbers/n4.h"
+};
+
+float const MESH_NUMBER_5[] = {
+       #include "fonts/numbers/n5.h"
+};
+
+float const MESH_NUMBER_6[] = {
+       #include "fonts/numbers/n6.h"
+};
+
+float const MESH_NUMBER_7[] = {
+       #include "fonts/numbers/n7.h"
+};
+
+float const MESH_NUMBER_8[] = {
+       #include "fonts/numbers/n8.h"
+};
+
+float const MESH_NUMBER_9[] = {
+       #include "fonts/numbers/n9.h"
+};
+
+float const MESH_NUMBERS_BUFFER[] =
+{
+       #include "fonts/numbers/n0.h"
+       #include "fonts/numbers/n1.h"
+       #include "fonts/numbers/n2.h"
+       #include "fonts/numbers/n3.h"
+       #include "fonts/numbers/n4.h"
+       #include "fonts/numbers/n5.h"
+       #include "fonts/numbers/n6.h"
+       #include "fonts/numbers/n7.h"
+       #include "fonts/numbers/n8.h"
+       #include "fonts/numbers/n9.h"
+};
+
+#define MESH_NUMBER_DIVISOR 6
+
+u32 const MESH_NUMBERS_OFFSETS[][2] =
+{
+       {
+               0,
+               vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
+       },
+       {
+               vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
+               vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
+       },
+       {
+               (
+                       vg_list_size( MESH_NUMBER_0 ) +
+                       vg_list_size( MESH_NUMBER_1 )
+               ) / MESH_NUMBER_DIVISOR,
+               vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
+       },
+       {
+               (
+                       vg_list_size( MESH_NUMBER_0 ) +
+                       vg_list_size( MESH_NUMBER_1 ) +
+                       vg_list_size( MESH_NUMBER_2 )
+               ) / MESH_NUMBER_DIVISOR,
+               vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR
+       },
+       {
+               (
+                       vg_list_size( MESH_NUMBER_0 ) +
+                       vg_list_size( MESH_NUMBER_1 ) +
+                       vg_list_size( MESH_NUMBER_2 ) +
+                       vg_list_size( MESH_NUMBER_3 )
+               ) / MESH_NUMBER_DIVISOR,
+               vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR
+       },
+       {
+               (
+                       vg_list_size( MESH_NUMBER_0 ) +
+                       vg_list_size( MESH_NUMBER_1 ) +
+                       vg_list_size( MESH_NUMBER_2 ) +
+                       vg_list_size( MESH_NUMBER_3 ) +
+                       vg_list_size( MESH_NUMBER_4 )
+               ) / MESH_NUMBER_DIVISOR,
+               vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR
+       },
+       {
+               (
+                       vg_list_size( MESH_NUMBER_0 ) +
+                       vg_list_size( MESH_NUMBER_1 ) +
+                       vg_list_size( MESH_NUMBER_2 ) +
+                       vg_list_size( MESH_NUMBER_3 ) +
+                       vg_list_size( MESH_NUMBER_4 ) +
+                       vg_list_size( MESH_NUMBER_5 )
+               ) / MESH_NUMBER_DIVISOR,
+               vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR
+       },
+       {
+               (
+                       vg_list_size( MESH_NUMBER_0 ) +
+                       vg_list_size( MESH_NUMBER_1 ) +
+                       vg_list_size( MESH_NUMBER_2 ) +
+                       vg_list_size( MESH_NUMBER_3 ) +
+                       vg_list_size( MESH_NUMBER_4 ) +
+                       vg_list_size( MESH_NUMBER_5 ) +
+                       vg_list_size( MESH_NUMBER_6 )
+               ) / MESH_NUMBER_DIVISOR,
+               vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR
+       },
+       {
+               (
+                       vg_list_size( MESH_NUMBER_0 ) +
+                       vg_list_size( MESH_NUMBER_1 ) +
+                       vg_list_size( MESH_NUMBER_2 ) +
+                       vg_list_size( MESH_NUMBER_3 ) +
+                       vg_list_size( MESH_NUMBER_4 ) +
+                       vg_list_size( MESH_NUMBER_5 ) +
+                       vg_list_size( MESH_NUMBER_6 ) +
+                       vg_list_size( MESH_NUMBER_7 )
+               ) / MESH_NUMBER_DIVISOR,
+               vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR
+       },
+       {
+               (
+                       vg_list_size( MESH_NUMBER_0 ) +
+                       vg_list_size( MESH_NUMBER_1 ) +
+                       vg_list_size( MESH_NUMBER_2 ) +
+                       vg_list_size( MESH_NUMBER_3 ) +
+                       vg_list_size( MESH_NUMBER_4 ) +
+                       vg_list_size( MESH_NUMBER_5 ) +
+                       vg_list_size( MESH_NUMBER_6 ) +
+                       vg_list_size( MESH_NUMBER_7 ) +
+                       vg_list_size( MESH_NUMBER_8 )
+               ) / MESH_NUMBER_DIVISOR,
+               vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
+       }
+};