- /*
- * 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/state/main-menu.hpp"
- #include "animation/animation.hpp"
- #include "animation/animator.hpp"
- #include "animation/ease.hpp"
- #include "animation/screen-transition.hpp"
- #include "config.hpp"
- #include "game/component/model.hpp"
- #include "game/component/steering.hpp"
- #include "game/component/transform.hpp"
- #include "game/controls.hpp"
- #include "game/ecoregion.hpp"
- #include "game/menu.hpp"
- #include "game/state/collection-menu.hpp"
- #include "game/state/extras-menu.hpp"
- #include "game/state/nuptial-flight.hpp"
- #include "game/state/nest-selection.hpp"
- #include "game/state/options-menu.hpp"
- #include "game/strings.hpp"
- #include "game/world.hpp"
- #include "math/glsl.hpp"
- #include "math/projection.hpp"
- #include "physics/light/exposure.hpp"
- #include "render/model.hpp"
- #include "render/passes/clear-pass.hpp"
- #include "render/passes/ground-pass.hpp"
- #include "render/passes/sky-pass.hpp"
- #include "resources/resource-manager.hpp"
- #include "utility/hash/fnv1a.hpp"
- #include <format>
- #include <limits>
-
- using namespace hash::literals;
- using namespace math::glsl;
-
- namespace game {
- namespace state {
-
- main_menu::main_menu(game::context& ctx, bool fade_in):
- game::state::base(ctx)
- {
- debug::log::trace("Entering main menu state...");
-
- ctx.ui_clear_pass->set_cleared_buffers(true, true, false);
-
- const vec2 viewport_size = vec2(ctx.window->get_viewport_size());
- const vec2 viewport_center = viewport_size * 0.5f;
-
- // 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(get_string(ctx, "title_antkeeper"_fnv1a32));
- 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(viewport_center.x() - title_w * 0.5f), std::round(viewport_center.y() - title_h * 0.5f + (viewport_size.y() / 3.0f) / 2.0f), 0.0f});
- title_text.update_tweens();
-
- // Add 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(get_string(ctx, "main_menu_start"_fnv1a32));
- options_text->set_content(get_string(ctx, "main_menu_options"_fnv1a32));
- extras_text->set_content(get_string(ctx, "main_menu_extras"_fnv1a32));
- quit_text->set_content(get_string(ctx, "main_menu_quit"_fnv1a32));
-
- // 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, (-viewport_size.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 = [this, &ctx]()
- {
- // Disable menu controls
- ctx.function_queue.push(std::bind(game::disable_menu_controls, std::ref(ctx)));
-
- // Create change state function
- auto change_state = [&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));
- //ctx.state_machine.emplace(new game::state::collection_menu(ctx));
- //ctx.state_machine.emplace(new game::state::nest_selection(ctx));
- }
- );
- };
-
- // Fade out title
- this->fade_out_title();
-
- // Fade out menu
- game::menu::fade_out(ctx, nullptr);
-
- // Start fade out to white
- //ctx.fade_transition_color->set_value({1, 1, 1});
- ctx.fade_transition_color->set_value({0, 0, 0});
- ctx.fade_transition->transition(config::new_colony_fade_out_duration, false, ease<float>::out_cubic, false, change_state);
- };
- auto select_options_callback = [this, &ctx]()
- {
- // Disable menu controls
- ctx.function_queue.push(std::bind(game::disable_menu_controls, std::ref(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 menu controls
- ctx.function_queue.push(std::bind(game::disable_menu_controls, std::ref(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 = [this, &ctx]()
- {
- // Disable menu controls
- ctx.function_queue.push(std::bind(game::disable_menu_controls, std::ref(ctx)));
-
- // Fade out title
- this->fade_out_title();
-
- // Fade out menu
- game::menu::fade_out(ctx, nullptr);
-
- // Fade to black then quit
- ctx.fade_transition->transition(config::quit_fade_out_duration, false, ease<float>::out_cubic, false, [&ctx](){ctx.closed=true;});
-
- // Quit immediately
- //ctx.function_queue.push([&ctx](){ctx.closed=true;});
- };
-
- // 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;
-
- if (fade_in)
- {
- // Fade in from black
- ctx.fade_transition->transition(config::title_fade_in_duration, true, ease<float>::out_cubic);
- }
- else
- {
- // Fade in text
- fade_in_title();
- game::menu::fade_in(ctx, nullptr);
- }
-
- if (ctx.entities.find("earth") == ctx.entities.end())
- {
- game::world::cosmogenesis(ctx);
- game::world::create_observer(ctx);
- //game::world::enter_ecoregion(ctx, *ctx.resource_manager->load<game::ecoregion>("seedy-scrub.eco"));
- }
-
- // Set world time
- game::world::set_time(ctx, 2022, 6, 21, 12, 0, 0.0);
-
- // Set world time scale
- game::world::set_time_scale(ctx, 0.0);
-
- ctx.surface_camera->set_active(true);
- const float ev100_sunny16 = physics::light::ev::from_settings(16.0f, 1.0f / 100.0f, 100.0f);
- ctx.surface_camera->set_exposure(ev100_sunny16);
-
- const float aspect_ratio = viewport_size.x() / viewport_size.y();
- float fov = math::vertical_fov(math::radians(100.0f), aspect_ratio);
-
- ctx.surface_camera->look_at({0, 2.0f, 0}, {0, 0, 0}, {0, 0, 1});
- ctx.surface_camera->set_perspective(fov, ctx.surface_camera->get_aspect_ratio(), ctx.surface_camera->get_clip_near(), ctx.surface_camera->get_clip_far());
- ctx.surface_camera->update_tweens();
-
- // Setup and enable sky and ground passes
- ctx.sky_pass->set_enabled(true);
- ctx.ground_pass->set_enabled(true);
-
- // Disable UI color clear
- ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
-
- //if (!ctx.menu_bg_billboard->is_active())
- // game::menu::fade_in_bg(ctx);
-
- // Setup window resized callback
- window_resized_subscription = ctx.window->get_resized_channel().subscribe
- (
- [&](const auto& event)
- {
- const vec2 viewport_size = vec2(event.window->get_viewport_size());
- const vec2 viewport_center = viewport_size * 0.5f;
-
- // Re-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(viewport_center.x() - title_w * 0.5f), std::round(viewport_center.y() - title_h * 0.5f + (viewport_size.y() / 3.0f) / 2.0f), 0.0f});
- title_text.update_tweens();
-
- game::menu::align_text(ctx, true, false, (-viewport_size.y() / 3.0f) / 2.0f);
- }
- );
-
- // Enable menu controls
- ctx.function_queue.push(std::bind(game::enable_menu_controls, std::ref(ctx)));
-
- debug::log::trace("Entered main menu state");
- }
-
- main_menu::~main_menu()
- {
- debug::log::trace("Exiting main menu state...");
-
- // Destruct menu
- game::disable_menu_controls(ctx);
- game::menu::clear_callbacks(ctx);
- game::menu::delete_animations(ctx);
- game::menu::remove_text_from_ui(ctx);
- game::menu::delete_text(ctx);
-
- // Hide menu BG
- ctx.menu_bg_billboard->set_active(false);
-
- // Destruct title animation
- ctx.animator->remove_animation(&title_fade_animation);
-
- // Destruct text
- ctx.ui_scene->remove_object(&title_text);
-
- debug::log::trace("Exited main menu state");
- }
-
- 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({config::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({config::menu_fade_out_duration, 0.0f});
- title_fade_animation.stop();
- title_fade_animation.play();
- }
-
- } // namespace state
- } // namespace game
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