struct world_button
{
v2i position;
- v3f colour;
- float light_target, light;
- int state, click_grab;
+ float light_target, light, extra_light;
+ int state;
enum world_button_mode mode;
};
world_static =
{
.buttons = {
- {
- .colour = { 0.204f, 0.345f, 0.553f },
- .mode = k_world_button_mode_toggle
- },
- {
- .colour = { 0.204f, 0.345f, 0.553f },
- .mode = k_world_button_mode_toggle
- },
- {
- .colour = { 0.553f, 0.345f, 0.204f },
- .mode = k_world_button_mode_toggle
- },
+ { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle },
{
// TODO: Settings button and menu
}
for( int i = 0; i < vg_list_size( career_packs ); 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 );
+ }
}
}
}
}
}
-static int world_button_exec( struct world_button *btn, v2f texture, enum world_button_status *status )
+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( (v2i){ world.tile_x, world.tile_y }, btn->position );
+ int is_hovering = v2i_eq( click_tile, btn->position );
// Set up light targets before logic runs
if( btn->state )
if( is_hovering )
{
if( vg_get_button_down( "primary" ) && is_hovering )
- {
- btn->click_grab = 1;
- }
- else if( btn->click_grab && vg_get_button_up( "primary" ) )
+ 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;
triggered = 1;
}
}
- if( vg_get_button_up( "primary" ) )
- btn->click_grab = 0;
// Drawing stage
v4f final_colour;
- btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
+ btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f );
- v3_copy( btn->colour, final_colour );
+ v3_copy( colour, final_colour );
final_colour[3] = btn->light;
glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
{
v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
v3f locked_colour = { 0.2f, 0.2f, 0.2f };
-
- 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( career_packs ); i ++ )
{
struct career_level_pack *grid = &career_packs[i];
- int j = 0;
-
- 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->pack[ 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;
}
}
}
float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f);
- if( world_button_exec( &world_static.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, &stat ))
+ 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 )
{
}
}
- if( world_button_exec( &world_static.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, &stat ))
+ 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;
world.pause_offset_target = 0.0f;
}
- if( world_button_exec( &world_static.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, &stat ))
+ 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;
level_selection_buttons();
+ if( vg_get_button_up( "primary" ) )
+ world_button_exec( NULL, NULL, NULL, NULL );
+
// TEXT ELEMENTS
// ========================================================================================================
SHADER_USE( shader_sdf );
}
resource_load_main();
-
+
// Create text buffers
{
// Work out the counts for each 'segment'