X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=d663fd75927207502217807753fbe318c022601d;hb=645256c093eb322b93980dc59b014d1a05629d1d;hp=81c2b82409e347fd85555dcf47bcb58c2c133193;hpb=5299d3ec447aadc2becebdcd4c494541d8012b6d;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 81c2b82..d663fd7 100644 --- a/fishladder.c +++ b/fishladder.c @@ -1,9 +1,32 @@ // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved -#define VG_CAPTURE_MODE -#define VG_STEAM +//#define VG_CAPTURE_MODE +//#define VG_STEAM #define VG_STEAM_APPID 1218140U #include "vg/vg.h" + +enum world_button_mode +{ + k_world_button_mode_once, + k_world_button_mode_toggle +}; + +struct world_button +{ + v2i position; + + float light_target, light, extra_light; + int state; + + enum world_button_mode mode; +}; + +enum world_button_status +{ + k_world_button_on_enable, + k_world_button_on_disable +}; + #include "fishladder_resources.h" // #define STEAM_LEADERBOARDS @@ -161,6 +184,22 @@ struct } text_buffers; +struct world_static +{ + struct world_button buttons[4]; +} +world_static = +{ + .buttons = { + { .mode = k_world_button_mode_toggle }, + { .mode = k_world_button_mode_toggle }, + { .mode = k_world_button_mode_toggle }, + { + // TODO: Settings button and menu + } + } +}; + struct world { #pragma pack(push,1) @@ -202,14 +241,7 @@ struct world v2i pos; //int id; } - *io; - - struct cell_button - { - float light_target, light; - int pressed; - } - buttons[4]; + *io; int w, h; @@ -258,11 +290,79 @@ struct world // Forward declerations // -------------------- +// Utility functions +// ----------------- + +static void colour_code_v3( char const cc, v3f target ); +static int hash21i( v2i p, u32 umod ); + +// Mesh functions +// -------------- +static void init_mesh( struct mesh *m, float const *tris, u32 length ); +static void free_mesh( struct mesh *m ); +static void use_mesh( struct mesh *m ); +static void draw_mesh( int const start, int const count ); + +// World buttons +// ------------- +static void level_selection_buttons(void); + +// Map/world interface +// ------------------- +static void map_free(void); +static void io_reset(void); +static struct cell *pcell( v2i pos ); +static void map_reclassify( v2i start, v2i end, int update_texbuffer ); +static u32 gen_text_buffer( const char *str, struct sdf_font *font, v2f origin, float size, u32 start ); +static void gen_level_text( struct cmp_level *pLevel ); +static int map_load( const char *str, const char *name ); +static void map_serialize( FILE *stream ); + +// Career +// ------ +static void career_serialize(void); +static void career_unlock_level( struct cmp_level *lvl ); +static void career_unlock_level( struct cmp_level *lvl ); +static void career_pass_level( struct cmp_level *lvl, int score, int upload ); +static void career_reset_level( struct cmp_level *lvl ); +static void career_load(void); +static void clear_animation_flags(void); + +// Gameplay main +// ------------- +static void simulation_stop(void); +static void simulation_start(void); +static int world_check_pos_ok( v2i co ); +static int cell_interactive( v2i co ); + +void vg_update(void); +static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ); + +void vg_render(void); +void vg_ui(void); + +// Leaderboard stuff +// ----------------- +#ifdef STEAM_LEADERBOARDS +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); +void leaderboard_dispatch_score(void); +void leaderboard_found( LeaderboardFindResult_t *pCallback ); +void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ); +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); +#endif + +// Console commands +// ---------------- static int console_credits( int argc, char const *argv[] ); static int console_save_map( int argc, char const *argv[] ); static int console_load_map( int argc, char const *argv[] ); static int console_changelevel( int argc, char const *argv[] ); +void vg_start(void); +void vg_free(void); + +int main( int argc, char *argv[] ); + // GLOBALS // =========================================================================================================== @@ -275,22 +375,36 @@ struct world world; // UTILITY // =========================================================================================================== +static int colour_set_id = 0; + static void colour_code_v3( char const cc, v3f target ) { - static v3f colour_sets[] = - { { 1.0f, 0.9f, 0.3f }, - { 0.2f, 0.9f, 0.14f }, - { 0.4f, 0.8f, 1.00f }, - { 0.882f, 0.204f, 0.922f } + static v3f colour_sets[][4] = + { + { { 1.0f, 0.9f, 0.3f }, // Yellow + { 0.4f, 0.8f, 1.00f }, // Blue + { 0.2f, 0.9f, 0.14f }, // Green + { 0.882f, 0.204f, 0.922f } // Pink + }, + { { 1.0f, 0.9f, 0.3f }, // Yellow + { 0.4f, 0.8f, 1.00f }, // Blue + { 0.85f, 0.85f, 0.85f }, // Weiss + { 0.2f, 0.2f, 0.2f } // Black/Gray + }, + { { 1.0f, 0.9f, 0.3f }, // Yellow + { 0.827f, 0.373f, 0.718f }, // Pink + { 0.0f, 0.353f, 0.71f }, // Blue + { 0.863f, 0.196f, 0.125f } // Red + }, }; if( cc >= 'a' && cc <= 'z' ) { int id = cc - 'a'; - if( id < vg_list_size( colour_sets ) ) + if( id < vg_list_size( colour_sets[0] ) ) { - v3_copy( colour_sets[ id ], target ); + v3_copy( colour_sets[colour_set_id][ id ], target ); return; } } @@ -374,11 +488,6 @@ static void use_mesh( struct mesh *m ) glBindVertexArray( m->vao ); } -static struct cell_button *get_wbutton( enum e_world_button btn ) -{ - return &world.buttons[ btn ]; -} - void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); // WORLD/MAP @@ -818,16 +927,24 @@ static int map_load( const char *str, const char *name ) // Level selection area - for( int i = 0; i < vg_list_size( button_grids ); i ++ ) + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - struct button_grid *grid = &button_grids[ i ]; - + struct career_level_pack *grid = &career_packs[ i ]; + + int j = 0; + for( int y = 0; y < grid->dims[1]; y ++ ) { for( int x = 0; x < grid->dims[0]; x ++ ) { u8 *px = &info_buffer[((y+16+grid->origin[1])*64+16+x+grid->origin[0])*4]; px[0] = 0x10; + + if( j < grid->count ) + { + struct cmp_level *lvl = &grid->pack[ j ++ ]; + v2i_add( grid->origin, (v2i){x,y}, lvl->btn.position ); + } } } } @@ -936,6 +1053,15 @@ static int map_load( const char *str, const char *name ) strncpy( world.map_name, name, vg_list_size( world.map_name )-1 ); world.initialzed = 1; + + // Setup world button locations + for( int i = 0; i < vg_list_size( world_static.buttons ); i ++ ) + { + struct world_button *btn = &world_static.buttons[i]; + btn->position[0] = world.w -1; + btn->position[1] = world.h -i -2; + } + return 1; IL_REG_ERROR: @@ -1042,9 +1168,9 @@ static void career_serialize(void) memset( encoded.reserved, 0, sizeof( encoded.reserved ) ); - for( int i = 0; i < vg_list_size( career_serializable ); i ++ ) + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - struct serializable_set *set = &career_serializable[i]; + struct career_level_pack *set = &career_packs[i]; for( int j = 0; j < set->count; j ++ ) { @@ -1076,23 +1202,26 @@ static void career_pass_level( struct cmp_level *lvl, int score, int upload ) { if( score < lvl->completed_score || lvl->completed_score == 0 ) { + #ifdef VG_STEAM if( !lvl->is_tutorial && upload ) leaderboard_set_score( lvl, score ); - + #endif + lvl->completed_score = score; } if( lvl->unlock ) career_unlock_level( lvl->unlock ); + #ifdef VG_STEAM if( lvl->achievement ) { sw_set_achievement( lvl->achievement ); } - + // Check ALL maps to trigger master engineer - for( int i = 0; i < vg_list_size( career_serializable ); i ++ ) + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - struct serializable_set *set = &career_serializable[i]; + struct career_level_pack *set = &career_packs[i]; for( int j = 0; j < set->count; j ++ ) { @@ -1102,6 +1231,7 @@ static void career_pass_level( struct cmp_level *lvl, int score, int upload ) } sw_set_achievement( "MASTER_ENGINEER" ); + #endif } } @@ -1142,9 +1272,9 @@ static void career_load(void) vg_info( "No save file... Using blank one\n" ); // Reset memory - for( int i = 0; i < vg_list_size( career_serializable ); i ++ ) + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - struct serializable_set *set = &career_serializable[i]; + struct career_level_pack *set = &career_packs[i]; for( int j = 0; j < set->count; j ++ ) career_reset_level( &set->pack[j] ); @@ -1153,10 +1283,12 @@ static void career_load(void) // Header information // ================================= + struct cmp_level *lvl_to_load = &career_packs[0].pack[0]; + // Decode everything from dstate - for( int i = 0; i < vg_list_size( career_serializable ); i ++ ) + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - struct serializable_set *set = &career_serializable[i]; + struct career_level_pack *set = &career_packs[i]; for( int j = 0; j < set->count; j ++ ) { @@ -1166,18 +1298,17 @@ static void career_load(void) if( src->unlocked ) career_unlock_level( lvl ); if( src->score ) lvl->completed_score = src->score; - // ... if( lvl->serial_id == encoded.in_map ) - { - if( console_changelevel( 1, &lvl->map_name ) ) - { - world.pCmpLevel = lvl; - gen_level_text( world.pCmpLevel ); - } - } + lvl_to_load = lvl; } } + if( console_changelevel( 1, &lvl_to_load->map_name ) ) + { + world.pCmpLevel = lvl_to_load; + gen_level_text( world.pCmpLevel ); + } + career_load_success = 1; } @@ -1185,7 +1316,7 @@ static void career_load(void) // =========================================================================================================== static int is_simulation_running(void) { - return world.buttons[ k_world_button_sim ].pressed; + return world_static.buttons[ k_world_button_sim ].state; } static void clear_animation_flags(void) @@ -1196,8 +1327,8 @@ static void clear_animation_flags(void) static void simulation_stop(void) { - world.buttons[ k_world_button_sim ].pressed = 0; - world.buttons[ k_world_button_pause ].pressed = 0; + world_static.buttons[ k_world_button_sim ].state = 0; + world_static.buttons[ k_world_button_pause ].state = 0; world.num_fishes = 0; world.sim_frame = 0; @@ -1223,7 +1354,7 @@ static void simulation_start(void) 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_speed = world_static.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f; world.sim_delta_ref = vg_time; world.sim_internal_ref = 0.0f; world.sim_internal_time = 0.0f; @@ -1501,7 +1632,7 @@ void vg_update(void) { float old_time = world.sim_internal_time; - if( !world.buttons[ k_world_button_pause ].pressed ) + if( !world_static.buttons[ k_world_button_pause ].state ) world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed; else world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f ); @@ -1679,8 +1810,10 @@ void vg_update(void) if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d ) { + #ifdef VG_STEAM sw_set_achievement( "CAN_DO_THAT" ); - + #endif + fish->state = k_fish_state_soon_alive; fish->dir[0] = 0; @@ -1766,8 +1899,10 @@ void vg_update(void) if( collide_next_frame || collide_this_frame ) { + #ifdef VG_STEAM sw_set_achievement( "BANG" ); - + #endif + // Shatter death (+0.5s) float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f ); @@ -1868,7 +2003,7 @@ void vg_update(void) world.sim_delta_ref = vg_time; world.sim_internal_ref = 0.0f; - if( world.buttons[ k_world_button_pause ].pressed ) + if( world_static.buttons[ k_world_button_pause ].state ) world.pause_offset_target = 0.5f; else world.pause_offset_target = 0.0f; @@ -1905,9 +2040,11 @@ void vg_update(void) } else { + #ifdef VG_STEAM if( world.sim_run > 0 ) sw_set_achievement( "GOOD_ENOUGH" ); - + #endif + vg_error( "Level failed :(\n" ); } @@ -2018,9 +2155,6 @@ void vg_update(void) } } -void leaderboard_found( LeaderboardFindResult_t *pCallback ); -void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ); - static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ) { v2i full_start = { 0,0 }; @@ -2070,6 +2204,71 @@ static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f cons } } +static int world_button_exec( struct world_button *btn, v2f texture, v3f colour, enum world_button_status *status ) +{ + static v2i click_grab = { -9999, -9999 }; + + // Reset click_grab + if( !btn ) + { + click_grab[0] = -9999; + click_grab[1] = -9999; + return 0; + } + + v2i click_tile = { world.tile_x, world.tile_y }; + + int triggered = 0; + int is_hovering = v2i_eq( click_tile, btn->position ); + + // Set up light targets before logic runs + if( btn->state ) + btn->light_target = is_hovering? 0.9f: 0.8f; + else + btn->light_target = is_hovering? 0.2f: 0.0f; + + if( vg_get_button( "primary" ) && is_hovering ) + btn->light_target = 1.0f; + + // Process click action + if( is_hovering ) + { + if( vg_get_button_down( "primary" ) && is_hovering ) + v2i_copy( click_tile, click_grab ); + else if( v2i_eq( click_grab, click_tile ) && vg_get_button_up( "primary" ) ) + { + // Click event + *status = btn->state? k_world_button_on_disable: k_world_button_on_enable; + + if( btn->mode == k_world_button_mode_toggle ) + btn->state ^= 0x1; + + sfx_set_play( &audio_clicks, &audio_system_ui, btn->state? 1:0 ); + triggered = 1; + } + } + + // Drawing stage + v4f final_colour; + + btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f ); + + v3_copy( colour, final_colour ); + final_colour[3] = btn->light; + + glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), + btn->position[0], + btn->position[1], + texture[0], + texture[1] + ); + glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour ); + draw_mesh( 0, 2 ); + + return triggered; +} + +/* static void wbutton_run( enum e_world_button btn_name, v2f btn_tex ) { static v3f button_colours[] = { @@ -2203,90 +2402,40 @@ static void wbutton_draw( v2i pos, v2f tex, v4f colour ) 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 }; - - 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( button_grids ); i ++ ) + + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - struct button_grid *grid = &button_grids[i]; - - int j = 0; + struct career_level_pack *grid = &career_packs[i]; - for( int x = 0; x < grid->dims[0]; x ++ ) + for( int j = 0; j < grid->count; j ++ ) { - 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 ); - final_colour[3] = 0.2f; - } - - 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] += 0.15f + fabsf(sinf( vg_time * 2.0f )) * 0.05f; - - if( lvl->completed_score ) - final_colour[3] += 0.1f; - } - - wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour ); - } - else break; + struct cmp_level *lvl = &grid->pack[ j ]; - j ++; + if( world.pCmpLevel == lvl ) + lvl->btn.extra_light = 0.35f + fabsf(sinf( vg_time * 2.0f )) * 0.05f; + else lvl->btn.extra_light = 0.2f; + + if( lvl->completed_score ) + lvl->btn.extra_light += 0.8f; + + enum world_button_status status; + if( world_button_exec( + &lvl->btn, + (v2f){0.0f,0.0f}, + lvl->unlocked? (lvl->is_tutorial? tutorial_colour: grid->primary_colour): locked_colour, + &status + )) + { + if( status == k_world_button_on_enable && lvl->unlocked ) + switch_level_to = lvl; } } } @@ -2338,7 +2487,8 @@ void vg_render(void) glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world.random_samples ); glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 ); - + glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); // (sinf( vg_time ) + 1.0f) * 0.5f ); + draw_mesh( 0, 2 ); // TILESET BACKGROUND LAYER @@ -2352,6 +2502,7 @@ void vg_render(void) 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 ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uVisibility" ), 2.0f ); // sinf( vg_time ) + 1.0f ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -2374,7 +2525,7 @@ void vg_render(void) vg_tex2d_bind( &tex_ball_noise, 0 ); glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); - if( get_wbutton( k_world_button_sim )->pressed ) + if( world_static.buttons[ k_world_button_sim ].state ) { for( int i = 0; i < world.num_fishes; i ++ ) { @@ -2501,12 +2652,69 @@ void vg_render(void) vg_tex2d_bind( &tex_buttons, 0 ); glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 ); - 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 } ); + enum world_button_status stat; + int world_paused = world_static.buttons[k_world_button_pause].state; + int world_running = world_static.buttons[k_world_button_sim].state; + + float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f); + + v3f btn_dark_blue = { 0.204f, 0.345f, 0.553f }; + v3f btn_orange = { 0.553f, 0.345f, 0.204f }; + + if( world_button_exec( &world_static.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, btn_dark_blue, &stat )) + { + if( stat == k_world_button_on_enable ) + { + simulation_start(); + + if( world_paused ) + world.pause_offset_target = 0.5f; + } + else + { + if( world_paused ) + { + // Trigger single step + world.pause_offset_target += 1.0f; + world_static.buttons[k_world_button_sim].state = 1; + } + else + { + simulation_stop(); + } + } + } + if( world_button_exec( &world_static.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat )) + { + world.sim_internal_ref = world.sim_internal_time; + world.sim_delta_ref = vg_time; + + if( stat == k_world_button_on_enable ) + { + float time_frac = world.sim_internal_time-floorf(world.sim_internal_time); + world.pause_offset_target = 0.5f - time_frac; + } + else + world.pause_offset_target = 0.0f; + } + + if( world_button_exec( &world_static.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, btn_orange, &stat )) + { + world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f; + + if( !world_paused ) + { + world.sim_delta_ref = vg_time; + world.sim_internal_ref = world.sim_internal_time; + } + } + level_selection_buttons(); + if( vg_get_button_up( "primary" ) ) + world_button_exec( NULL, NULL, NULL, NULL ); + // TEXT ELEMENTS // ======================================================================================================== SHADER_USE( shader_sdf ); @@ -2774,9 +2982,9 @@ void vg_render(void) void vg_ui(void) {} +#if STEAM_LEADERBOARDS void leaderboard_dispatch_score(void) { -#if STEAM_LEADERBOARDS sw_upload_leaderboard_score( ui_data.upload_request.level->steam_leaderboard, k_ELeaderboardUploadScoreMethodKeepBest, @@ -2788,12 +2996,10 @@ void leaderboard_dispatch_score(void) 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" ); @@ -2823,12 +3029,10 @@ void leaderboard_found( LeaderboardFindResult_t *pCallback ) } } } -#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 ) { @@ -2863,12 +3067,10 @@ void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ) 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" ); @@ -2881,8 +3083,8 @@ void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ) leaderboard_dispatch_score(); else sw_find_leaderboard( cmp_level->map_name ); -#endif } +#endif // CONSOLE COMMANDS // =========================================================================================================== @@ -3032,6 +3234,13 @@ void vg_start(void) .function = console_credits }); + vg_convar_push( (struct vg_convar){ + .name = "colours", + .data = &colour_set_id, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min = 0, .max = 2, .clamp = 1 } + }); + // Combined quad, long quad / empty circle / filled circle mesh { float combined_mesh[6*6 + 32*6*3] = { @@ -3146,7 +3355,7 @@ void vg_start(void) } resource_load_main(); - + // Create text buffers { // Work out the counts for each 'segment' @@ -3157,9 +3366,9 @@ void vg_start(void) size_level_texts = 6*9*7 ; - for( int i = 0; i < vg_list_size( career_serializable ); i ++ ) + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - struct serializable_set *set = &career_serializable[i]; + struct career_level_pack *set = &career_packs[i]; for( int j = 0; j < set->count; j ++ ) { struct cmp_level *lvl = &set->pack[j]; @@ -3268,7 +3477,10 @@ void vg_start(void) void vg_free(void) { +#ifdef VG_STEAM sw_free_opengl(); +#endif + console_save_map( 0, NULL ); career_serialize();