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- /*
- * Copyright (C) 2021 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/state/main-menu.hpp"
- #include "game/state/options-menu.hpp"
- #include "game/state/extras-menu.hpp"
- #include "game/state/forage.hpp"
- #include "game/state/nuptial-flight.hpp"
- #include "game/menu.hpp"
- #include "render/passes/clear-pass.hpp"
- #include "resources/resource-manager.hpp"
- #include "render/model.hpp"
- #include "animation/animation.hpp"
- #include "animation/animator.hpp"
- #include "animation/screen-transition.hpp"
- #include "animation/ease.hpp"
- #include "animation/timeline.hpp"
- #include "application.hpp"
- #include <limits>
-
- namespace game {
- namespace state {
-
- main_menu::main_menu(game::context& ctx, bool fade_in):
- game::state::base(ctx)
- {
- ctx.logger->push_task("Entering main menu state");
-
- ctx.ui_clear_pass->set_cleared_buffers(true, true, false);
-
- // Construct title text
- title_text.set_material(&ctx.title_font_material);
- title_text.set_color({1.0f, 1.0f, 1.0f, (fade_in) ? 1.0f : 0.0f});
- title_text.set_font(&ctx.title_font);
- title_text.set_content((*ctx.strings)["title_antkeeper"]);
-
- // Align title text
- const auto& title_aabb = static_cast<const geom::aabb<float>&>(title_text.get_local_bounds());
- float title_w = title_aabb.max_point.x - title_aabb.min_point.x;
- float title_h = title_aabb.max_point.y - title_aabb.min_point.y;
- title_text.set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f + (ctx.app->get_viewport_dimensions().y / 3.0f) / 2.0f), 0.0f});
- title_text.update_tweens();
-
- // Add title text to UI
- ctx.ui_scene->add_object(&title_text);
-
- // Construct title fade animation
- title_fade_animation.set_interpolator(ease<float>::out_cubic);
- animation_channel<float>* opacity_channel = title_fade_animation.add_channel(0);
- title_fade_animation.set_frame_callback
- (
- [this, &ctx](int channel, const float& opacity)
- {
- float4 color = this->title_text.get_color();
- color[3] = opacity;
- this->title_text.set_color(color);
- }
- );
- ctx.animator->add_animation(&title_fade_animation);
-
- // Construct menu item texts
- scene::text* start_text = new scene::text();
- scene::text* options_text = new scene::text();
- scene::text* extras_text = new scene::text();
- scene::text* quit_text = new scene::text();
-
- // Build list of menu item texts
- ctx.menu_item_texts.push_back({start_text, nullptr});
- ctx.menu_item_texts.push_back({options_text, nullptr});
- ctx.menu_item_texts.push_back({extras_text, nullptr});
- ctx.menu_item_texts.push_back({quit_text, nullptr});
-
- // Set content of menu item texts
- start_text->set_content((*ctx.strings)["main_menu_start"]);
- options_text->set_content((*ctx.strings)["main_menu_options"]);
- extras_text->set_content((*ctx.strings)["main_menu_extras"]);
- quit_text->set_content((*ctx.strings)["main_menu_quit"]);
-
- // Init menu item index
- game::menu::init_menu_item_index(ctx, "main");
-
- game::menu::update_text_color(ctx);
- game::menu::update_text_font(ctx);
- game::menu::align_text(ctx, true, false, (-ctx.app->get_viewport_dimensions().y / 3.0f) / 2.0f);
- game::menu::update_text_tweens(ctx);
- game::menu::add_text_to_ui(ctx);
- game::menu::setup_animations(ctx);
-
- auto select_start_callback = [&ctx]()
- {
- // Disable controls and menu callbacks
- game::menu::clear_controls(ctx);
- game::menu::clear_callbacks(ctx);
-
- // Create change state function
- auto change_state_nuptial_flight = [&ctx]()
- {
- // Queue change to nuptial state
- ctx.function_queue.push
- (
- [&ctx]()
- {
- ctx.state_machine.pop();
- ctx.state_machine.emplace(new game::state::nuptial_flight(ctx));
- }
- );
- };
-
- // Set up timing
- const float fade_out_duration = 1.0f;
-
- // Schedule state change
- timeline* timeline = ctx.timeline;
- float t = timeline->get_position();
- timeline->add_sequence({{t + fade_out_duration, change_state_nuptial_flight}});
-
- // Start fade out to white
- ctx.fade_transition_color->set_value({1, 1, 1});
- ctx.fade_transition->transition(fade_out_duration, false, ease<float>::out_cubic, false);
- };
- auto select_options_callback = [this, &ctx]()
- {
- game::menu::clear_controls(ctx);
-
- // Fade out title
- this->fade_out_title();
-
- // Fade out menu
- game::menu::fade_out
- (
- ctx,
- [&ctx]()
- {
- // Queue change to options menu state
- ctx.function_queue.push
- (
- [&ctx]()
- {
- ctx.state_machine.pop();
- ctx.state_machine.emplace(new game::state::options_menu(ctx));
- }
- );
- }
- );
- };
- auto select_extras_callback = [this, &ctx]()
- {
- // Disable controls
- game::menu::clear_controls(ctx);
-
- // Fade out title
- this->fade_out_title();
-
- // Fade out menu
- game::menu::fade_out
- (
- ctx,
- [&ctx]()
- {
- // Queue change to extras menu state
- ctx.function_queue.push
- (
- [&ctx]()
- {
- ctx.state_machine.pop();
- ctx.state_machine.emplace(new game::state::extras_menu(ctx));
- }
- );
- }
- );
- };
- auto select_quit_callback = [&ctx]()
- {
- ctx.app->close();
- };
-
- // Build list of menu select callbacks
- ctx.menu_select_callbacks.push_back(select_start_callback);
- ctx.menu_select_callbacks.push_back(select_options_callback);
- ctx.menu_select_callbacks.push_back(select_extras_callback);
- ctx.menu_select_callbacks.push_back(select_quit_callback);
-
- // Build list of menu left callbacks
- ctx.menu_left_callbacks.push_back(nullptr);
- ctx.menu_left_callbacks.push_back(nullptr);
- ctx.menu_left_callbacks.push_back(nullptr);
- ctx.menu_left_callbacks.push_back(nullptr);
-
- // Build list of menu right callbacks
- ctx.menu_right_callbacks.push_back(nullptr);
- ctx.menu_right_callbacks.push_back(nullptr);
- ctx.menu_right_callbacks.push_back(nullptr);
- ctx.menu_right_callbacks.push_back(nullptr);
-
- // Set menu back callback
- ctx.menu_back_callback = select_quit_callback;
-
- // Queue menu control setup
- ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(ctx)));
-
- if (fade_in)
- {
- // Fade in from black
- ctx.fade_transition->transition(0.5f, true, ease<float>::out_cubic);
- }
- else
- {
- // Fade in text
- fade_in_title();
- game::menu::fade_in(ctx, nullptr);
- }
-
- ctx.logger->pop_task(EXIT_SUCCESS);
- }
-
- main_menu::~main_menu()
- {
- ctx.logger->push_task("Exiting main menu state");
-
- // Destruct menu
- game::menu::clear_controls(ctx);
- game::menu::clear_callbacks(ctx);
- game::menu::delete_animations(ctx);
- game::menu::remove_text_from_ui(ctx);
- game::menu::delete_text(ctx);
-
- // Destruct title animation
- ctx.animator->remove_animation(&title_fade_animation);
-
- // Destruct title text
- ctx.ui_scene->remove_object(&title_text);
-
- ctx.logger->pop_task(EXIT_SUCCESS);
- }
-
- void main_menu::fade_in_title()
- {
- animation_channel<float>* opacity_channel = title_fade_animation.get_channel(0);
- opacity_channel->remove_keyframes();
- opacity_channel->insert_keyframe({0.0, 0.0f});
- opacity_channel->insert_keyframe({game::menu::fade_in_duration, 1.0f});
- title_fade_animation.stop();
- title_fade_animation.play();
- }
-
- void main_menu::fade_out_title()
- {
- animation_channel<float>* opacity_channel = title_fade_animation.get_channel(0);
- opacity_channel->remove_keyframes();
- opacity_channel->insert_keyframe({0.0, 1.0f});
- opacity_channel->insert_keyframe({game::menu::fade_out_duration, 0.0f});
- title_fade_animation.stop();
- title_fade_animation.play();
- }
-
- } // namespace state
- } // namespace game
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