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- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "game/states/splash-state.hpp"
- #include "game/game.hpp"
- #include "game/states/main-menu-state.hpp"
- #include <engine/animation/animation.hpp>
- #include <engine/animation/animator.hpp>
- #include <engine/animation/ease.hpp>
- #include <engine/animation/screen-transition.hpp>
- #include <engine/debug/log.hpp>
- #include <engine/math/vector.hpp>
- #include <engine/render/material-flags.hpp>
- #include <engine/resources/resource-manager.hpp>
- #include <engine/gl/pipeline.hpp>
-
- splash_state::splash_state(::game& ctx):
- game_state(ctx)
- {
- debug::log_trace("Entering splash state...");
-
- const math::fvec2 viewport_size = math::fvec2(ctx.window->get_viewport_size());
- const math::fvec2 viewport_center = viewport_size * 0.5f;
-
- // Load splash texture
- auto splash_texture = ctx.resource_manager->load<gl::texture_2d>("splash.tex");
-
- // Get splash texture dimensions
- const auto& splash_dimensions = splash_texture->get_image_view()->get_image()->get_dimensions();
-
- // Construct splash billboard material
- splash_billboard_material = std::make_shared<render::material>();
- splash_billboard_material->set_blend_mode(render::material_blend_mode::translucent);
- splash_billboard_material->set_shader_template(ctx.resource_manager->load<gl::shader_template>("ui-element-textured.glsl"));
- splash_billboard_material->set_variable("background", std::make_shared<render::matvar_texture_2d>(1, splash_texture));
-
- auto splash_tint = std::make_shared<render::matvar_fvec4>(1, math::fvec4{1, 1, 1, 0});
- splash_billboard_material->set_variable("tint", splash_tint);
-
- // Construct splash billboard
- splash_billboard.set_material(splash_billboard_material);
- splash_billboard.set_scale({static_cast<float>(splash_dimensions[0]) * 0.5f, static_cast<float>(splash_dimensions[1]) * 0.5f, 1.0f});
- splash_billboard.set_translation({std::round(viewport_center.x()), std::round(viewport_center.y()), 0.0f});
-
- // Add splash billboard to UI scene
- ctx.ui_scene->add_object(splash_billboard);
-
- // Load animation timing configuration
- const float splash_fade_in_duration = 0.5;
- const float splash_duration = 2.0;
- const float splash_fade_out_duration = 0.5;
-
- // Construct splash fade in animation
- splash_fade_in_animation.set_interpolator(ease<float>::out_cubic);
- animation_channel<float>* splash_fade_in_opacity_channel = splash_fade_in_animation.add_channel(0);
- splash_fade_in_opacity_channel->insert_keyframe({0.0f, 0.0f});
- splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration, 1.0f});
- splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration + splash_duration, 1.0f});
-
- // Build splash fade out animation
- splash_fade_out_animation.set_interpolator(ease<float>::out_cubic);
- animation_channel<float>* splash_fade_out_opacity_channel = splash_fade_out_animation.add_channel(0);
- splash_fade_out_opacity_channel->insert_keyframe({0.0f, 1.0f});
- splash_fade_out_opacity_channel->insert_keyframe({splash_fade_out_duration, 0.0f});
-
- // Setup animation frame callbacks
- auto set_splash_opacity = [splash_tint](int channel, const float& opacity)
- {
- splash_tint->set(math::fvec4{1, 1, 1, opacity});
- };
- splash_fade_in_animation.set_frame_callback(set_splash_opacity);
- splash_fade_out_animation.set_frame_callback(set_splash_opacity);
-
- // Trigger splash fade out animation when splash fade in animation ends
- splash_fade_in_animation.set_end_callback
- (
- [this]()
- {
- this->splash_fade_out_animation.play();
- }
- );
-
- // Trigger a state change when the splash fade out animation ends
- splash_fade_out_animation.set_end_callback
- (
- [&ctx]()
- {
- // Queue change to main menu state
- ctx.function_queue.push
- (
- [&ctx]()
- {
- ctx.state_machine.pop();
- ctx.state_machine.emplace(std::make_unique<main_menu_state>(ctx, true));
- }
- );
- }
- );
-
- // Add splash fade animations to animator
- ctx.animator->add_animation(&splash_fade_in_animation);
- ctx.animator->add_animation(&splash_fade_out_animation);
-
- // Start splash fade in animation
- splash_fade_in_animation.play();
-
- // Setup window resized callback
- window_resized_subscription = ctx.window->get_resized_channel().subscribe
- (
- [&](const auto& event)
- {
- const math::fvec2 viewport_size = math::fvec2(event.window->get_viewport_size());
- const math::fvec2 viewport_center = viewport_size * 0.5f;
- splash_billboard.set_translation({std::round(viewport_center.x()), std::round(viewport_center.y()), 0.0f});
- }
- );
-
- // Construct splash skip function
- auto skip = [&](const auto& event)
- {
- ctx.function_queue.emplace
- (
- [&]()
- {
- // Black out screen
- ctx.window->get_graphics_pipeline().clear_attachments(gl::color_clear_bit, {{0.0f, 0.0f, 0.0f, 0.0f}});
- ctx.window->swap_buffers();
-
- // Change to main menu state
- ctx.state_machine.pop();
- ctx.state_machine.emplace(std::make_unique<main_menu_state>(ctx, true));
- }
- );
- };
-
- // Set up splash skippers
- input_mapped_subscriptions.emplace_back
- (
- ctx.input_mapper.get_gamepad_button_mapped_channel().subscribe
- (
- skip
- )
- );
- input_mapped_subscriptions.emplace_back
- (
- ctx.input_mapper.get_key_mapped_channel().subscribe
- (
- skip
- )
- );
- input_mapped_subscriptions.emplace_back
- (
- ctx.input_mapper.get_mouse_button_mapped_channel().subscribe
- (
- skip
- )
- );
-
- // Enable splash skippers next frame
- ctx.function_queue.push
- (
- [&]()
- {
- ctx.input_mapper.connect(ctx.input_manager->get_event_dispatcher());
- }
- );
-
- debug::log_trace("Entered splash state");
- }
-
- splash_state::~splash_state()
- {
- debug::log_trace("Exiting splash state...");
-
- // Disable splash skippers
- ctx.input_mapper.disconnect();
- input_mapped_subscriptions.clear();
-
- // Remove splash fade animations from animator
- ctx.animator->remove_animation(&splash_fade_in_animation);
- ctx.animator->remove_animation(&splash_fade_out_animation);
-
- // Remove splash billboard from UI scene
- ctx.ui_scene->remove_object(splash_billboard);
-
- debug::log_trace("Exited splash state");
- }
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