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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/states/credits.hpp"
- #include "game/states/main-menu.hpp"
- #include "animation/ease.hpp"
- #include "animation/animation.hpp"
- #include "animation/animator.hpp"
- #include "application.hpp"
- #include "scene/text.hpp"
- #include "render/passes/clear-pass.hpp"
-
- namespace game {
- namespace state {
- namespace credits {
-
- void enter(game::context* ctx)
- {
- ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
-
- // Construct credits text
- ctx->credits_text = new scene::text();
- ctx->credits_text->set_material(&ctx->menu_font_material);
- ctx->credits_text->set_font(&ctx->menu_font);
- ctx->credits_text->set_color({1.0f, 1.0f, 1.0f, 0.0f});
- ctx->credits_text->set_content((*ctx->strings)["credits"]);
-
- // Align credits text
- const auto& credits_aabb = static_cast<const geom::aabb<float>&>(ctx->credits_text->get_local_bounds());
- float credits_w = credits_aabb.max_point.x - credits_aabb.min_point.x;
- float credits_h = credits_aabb.max_point.y - credits_aabb.min_point.y;
- ctx->credits_text->set_translation({std::round(-credits_w * 0.5f), std::round(-credits_h * 0.5f), 0.0f});
-
- // Load animation timing configuration
- double credits_fade_in_duration = 0.0;
- double credits_scroll_duration = 0.0;
- if (ctx->config->contains("credits_fade_in_duration"))
- credits_fade_in_duration = (*ctx->config)["credits_fade_in_duration"].get<double>();
- if (ctx->config->contains("credits_scroll_duration"))
- credits_scroll_duration = (*ctx->config)["credits_scroll_duration"].get<double>();
-
- auto set_credits_opacity = [ctx](int channel, const float& opacity)
- {
- ctx->credits_text->set_color({1.0f, 1.0f, 1.0f, opacity});
- };
-
- // Build credits fade in animation
- ctx->credits_fade_in_animation = new animation<float>();
- animation_channel<float>* credits_fade_in_opacity_channel = ctx->credits_fade_in_animation->add_channel(0);
- ctx->credits_fade_in_animation->set_interpolator(ease<float>::in_quad);
- credits_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f});
- credits_fade_in_opacity_channel->insert_keyframe({credits_fade_in_duration, 1.0f});
- ctx->credits_fade_in_animation->set_frame_callback(set_credits_opacity);
-
- // Build credits scroll in animation
- ctx->credits_scroll_animation = new animation<float>();
-
- // Trigger credits scroll animation after credits fade in animation ends
- ctx->credits_fade_in_animation->set_end_callback
- (
- [ctx]()
- {
- ctx->credits_scroll_animation->play();
- }
- );
-
- // Add credits animations to animator
- ctx->animator->add_animation(ctx->credits_fade_in_animation);
- ctx->animator->add_animation(ctx->credits_scroll_animation);
-
- // Start credits fade in animation
- ctx->credits_fade_in_animation->play();
-
- // Set up credits skipper
- ctx->input_listener->set_callback
- (
- [ctx](const event_base& event)
- {
- auto id = event.get_event_type_id();
- if (id != mouse_moved_event::event_type_id && id != mouse_wheel_scrolled_event::event_type_id && id != gamepad_axis_moved_event::event_type_id)
- {
- if (ctx->credits_text->get_color()[3] > 0.0f)
- {
- ctx->input_listener->set_enabled(false);
-
- // Change state
- application::state next_state;
- next_state.name = "main_menu";
- next_state.enter = std::bind(game::state::main_menu::enter, ctx, 2);
- next_state.exit = std::bind(game::state::main_menu::exit, ctx);
- ctx->app->change_state(next_state);
- }
- }
- }
- );
- ctx->input_listener->set_enabled(true);
-
- ctx->ui_scene->add_object(ctx->credits_text);
- ctx->credits_text->update_tweens();
- }
-
- void exit(game::context* ctx)
- {
- // Disable credits skipper
- ctx->input_listener->set_enabled(false);
- ctx->input_listener->set_callback(nullptr);
-
- // Destruct credits text
- ctx->ui_scene->remove_object(ctx->credits_text);
- delete ctx->credits_text;
- ctx->credits_text = nullptr;
-
- // Destruct credits animations
- ctx->animator->remove_animation(ctx->credits_fade_in_animation);
- ctx->animator->remove_animation(ctx->credits_scroll_animation);
- delete ctx->credits_fade_in_animation;
- delete ctx->credits_scroll_animation;
- ctx->credits_fade_in_animation = nullptr;
- ctx->credits_scroll_animation = nullptr;
-
- ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
- }
-
- } // namespace credits
- } // namespace state
- } // namespace game
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