draw_mesh( 0, 2 );
}
-void _mc_vg1_ui(void) {
-
- ui_px const unit_scale_px = 4*vg_ui.font->spacing;
-
+void _mc_vg1_ui( ui_context *ctx )
+{
#if 0
+ ui_px const unit_scale_px = 4*vg_ui.ctx.font->spacing;
+
if( world.pCmpLevel ){
for( int i = 0; i < vg_list_size( world.pCmpLevel->strings ); i ++ ){
struct world_string *wstr = &world.pCmpLevel->strings[i];
u32 sum = 0;
// re-create level scores
- for( int i = 0; i < vg_list_size( career_packs ); i ++ ){
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+ {
struct career_level_pack *set = &career_packs[i];
- for( int j = 0; j < set->count; j ++ ){
+ for( int j = 0; j < set->count; j ++ )
+ {
struct cmp_level *lvl = &set->pack[j];
- if( lvl->completed_score && !lvl->is_tutorial ){
+ if( lvl->completed_score && !lvl->is_tutorial )
+ {
char num[10];
snprintf( num, 9, "%d", lvl->completed_score );
sum += lvl->completed_score;
pos[1] = 2.0f - pos[1];
pos[1] *= (f32)vg.window_y * 0.5f;
- ui_text( (ui_rect){ pos[0]-100, pos[1], 200, 24 }, num, 1,
+ ui_text( ctx, (ui_rect){ pos[0]-100, pos[1], 200, 24 }, num, 1,
k_ui_align_center, 0xffcccccc );
}
}
char tot[32];
snprintf( tot, 31, "%u", sum );
- vg_ui.font = &vg_ui_font_big;
- ui_text( (ui_rect){ pos[0]-100, pos[1], 200, 24 }, tot, 1,
+ ctx->font = &vgf_default_large;
+ ui_text( ctx, (ui_rect){ pos[0]-100, pos[1], 200, 24 }, tot, 1,
k_ui_align_center, 0xffcccccc );
- vg_ui.font = &vg_ui_font_small;
+ ctx->font = &vgf_default_small;
- if( world.pCmpLevel ){
- vg_ui.font = &vg_ui_font_big;
- ui_text( (ui_rect){ 0, 0, vg.window_x, 28 }, world.pCmpLevel->title,
+ if( world.pCmpLevel )
+ {
+ ctx->font = &vgf_default_large;
+ ui_text( ctx,
+ (ui_rect){ 0, 0, vg.window_x, 28 }, world.pCmpLevel->title,
1, k_ui_align_middle_center, 0 );
- vg_ui.font = &vg_ui_font_small;
- ui_text( (ui_rect){ 0, 28,vg.window_x, 14 }, world.pCmpLevel->description,
+ ctx->font = &vgf_default_small;
+ ui_text( ctx,
+ (ui_rect){ 0, 28,vg.window_x, 14 }, world.pCmpLevel->description,
1, k_ui_align_middle_center, 0 );
}
}
ui_settings_enum_init( &mc_settings.music );
}
-void vg_game_settings_gui( ui_rect panel )
+void vg_game_settings_gui( ui_context *ctx, ui_rect panel )
{
ui_rect rq;
- ui_standard_widget( panel, rq, 1 );
+ ui_standard_widget( ctx, panel, rq, 1 );
ui_rect opt, display;
ui_split_ratio( rq, k_ui_axis_v, 0.5f, 16, opt, display );
- vg_settings_enum( &mc_settings.colourscheme, opt );
+ vg_settings_enum( ctx, &mc_settings.colourscheme, opt );
ui_rect blocks[4];
ui_split_ratio( display, k_ui_axis_v, 0.5f, 2, blocks[0], blocks[2] );
ui_split_ratio( blocks[2], k_ui_axis_v, 0.5f, 2, blocks[2], blocks[3] );
v3f *set = colour_sets[ mc_settings.colourscheme.new_value ];
- for( u32 i=0; i<4; i ++ ){
+ for( u32 i=0; i<4; i ++ )
+ {
u32 rgb = 0xff000000;
for( u32 j=0; j < 3; j ++ )
rgb |= (u32)(set[i][j]*255.0f) << j * 8;
-
- ui_fill( blocks[i], rgb );
+ ui_fill( ctx, blocks[i], rgb );
}
- ui_standard_widget( panel, rq, 1 );
- vg_settings_enum( &mc_settings.theme, rq );
+ ui_standard_widget( ctx, panel, rq, 1 );
+ vg_settings_enum( ctx, &mc_settings.theme, rq );
- ui_standard_widget( panel, rq, 1 );
- vg_settings_enum( &mc_settings.bloom, rq );
+ ui_standard_widget( ctx, panel, rq, 1 );
+ vg_settings_enum( ctx, &mc_settings.bloom, rq );
- ui_standard_widget( panel, rq, 1 );
- vg_settings_enum( &mc_settings.vignette, rq );
+ ui_standard_widget( ctx, panel, rq, 1 );
+ vg_settings_enum( ctx, &mc_settings.vignette, rq );
- ui_standard_widget( panel, rq, 1 );
- vg_settings_enum( &mc_settings.music, rq );
+ ui_standard_widget( ctx, panel, rq, 1 );
+ vg_settings_enum( ctx, &mc_settings.music, rq );
- if( vg_settings_apply_button( panel, 1 ) ){
+ if( vg_settings_apply_button( ctx, panel, 1 ) )
+ {
marblecomp.colour_set = mc_settings.colourscheme.new_value;
marblecomp.world_theme = mc_settings.theme.new_value;
marblecomp.bloom = mc_settings.bloom.new_value;
audio_lock();
marblecomp.music = mc_settings.music.new_value;
- if( marblecomp.music ){
- if( !marblecomp.music_channel ){
+ if( marblecomp.music )
+ {
+ if( !marblecomp.music_channel )
+ {
marblecomp.music_channel = audio_get_first_idle_channel();
audio_channel_init( marblecomp.music_channel, &audio_music[0],
AUDIO_FLAG_LOOP );
audio_channel_fadein( marblecomp.music_channel, 0.25f );
}
}
- else{
- if( marblecomp.music_channel ){
+ else
+ {
+ if( marblecomp.music_channel )
+ {
marblecomp.music_channel = audio_channel_fadeout(
marblecomp.music_channel, 0.25f );
}