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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/main-menu.hpp"
- #include "game/states/title.hpp"
- #include "game/states/options-menu.hpp"
- #include "game/states/forage.hpp"
- #include "game/states/nuptial-flight.hpp"
- #include "game/states/credits.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 {
- namespace main_menu {
-
- void enter(game::context* ctx, int main_menu_index)
- {
- ctx->main_menu_index = main_menu_index;
-
- ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
-
- // Construct main menu texts
- ctx->main_menu_start_text = new scene::text();
- ctx->main_menu_options_text = new scene::text();
- ctx->main_menu_credits_text = new scene::text();
- ctx->main_menu_quit_text = new scene::text();
-
- // Set content of texts
- ctx->main_menu_start_text->set_content((*ctx->strings)["main_menu_start"]);
- ctx->main_menu_options_text->set_content((*ctx->strings)["main_menu_options"]);
- ctx->main_menu_credits_text->set_content((*ctx->strings)["main_menu_credits"]);
- ctx->main_menu_quit_text->set_content((*ctx->strings)["main_menu_quit"]);
-
- std::vector<scene::text*> texts;
- texts.push_back(ctx->main_menu_start_text);
- texts.push_back(ctx->main_menu_options_text);
- texts.push_back(ctx->main_menu_credits_text);
- texts.push_back(ctx->main_menu_quit_text);
-
- float offset_y = 0.0f;
-
- float menu_height = texts.size() * ctx->menu_font.get_font_metrics().linespace;
- float menu_y = menu_height * 0.5f - ctx->menu_font.get_font_metrics().linespace * 0.5f;
-
- for (std::size_t i = 0; i < texts.size(); ++i)
- {
- scene::text* text = texts[i];
-
- text->set_material(&ctx->menu_font_material);
- text->set_font(&ctx->menu_font);
- text->set_color({1.0f, 1.0f, 1.0f, 0.5f});
- ctx->ui_scene->add_object(text);
-
- // Align text
- const auto& bounds = static_cast<const geom::aabb<float>&>(text->get_local_bounds());
- float w = bounds.max_point.x - bounds.min_point.x;
- float x = -w * 0.5f;
- float y = menu_y - ctx->menu_font.get_font_metrics().linespace * i;
-
- text->set_translation({std::round(x), std::round(y), 0.0f});
- }
-
- float advance_x = ctx->menu_font.get_glyph_metrics(U' ').horizontal_advance * 2.0f;
-
- const auto& text_aabb = static_cast<const geom::aabb<float>&>(ctx->main_menu_start_text->get_local_bounds());
- const auto& text_translation = ctx->main_menu_start_text->get_translation();
-
- ctx->main_menu_start_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
-
- ctx->controls["menu_down"]->set_activated_callback
- (
- [ctx]()
- {
- ++ctx->main_menu_index;
- if (ctx->main_menu_index > 3)
- ctx->main_menu_index = 0;
-
- float4 active_color{1.0f, 1.0f, 1.0f, 1.0f};
- float4 inactive_color{1.0f, 1.0f, 1.0f, 0.5f};
-
- ctx->main_menu_start_text->set_color((ctx->main_menu_index == 0) ? active_color : inactive_color);
- ctx->main_menu_options_text->set_color((ctx->main_menu_index == 1) ? active_color : inactive_color);
- ctx->main_menu_credits_text->set_color((ctx->main_menu_index == 2) ? active_color : inactive_color);
- ctx->main_menu_quit_text->set_color((ctx->main_menu_index == 3) ? active_color : inactive_color);
- }
- );
- ctx->controls["menu_up"]->set_activated_callback
- (
- [ctx]()
- {
- --ctx->main_menu_index;
- if (ctx->main_menu_index < 0)
- ctx->main_menu_index = 3;
-
- float4 active_color{1.0f, 1.0f, 1.0f, 1.0f};
- float4 inactive_color{1.0f, 1.0f, 1.0f, 0.5f};
-
- ctx->main_menu_start_text->set_color((ctx->main_menu_index == 0) ? active_color : inactive_color);
- ctx->main_menu_options_text->set_color((ctx->main_menu_index == 1) ? active_color : inactive_color);
- ctx->main_menu_credits_text->set_color((ctx->main_menu_index == 2) ? active_color : inactive_color);
- ctx->main_menu_quit_text->set_color((ctx->main_menu_index == 3) ? active_color : inactive_color);
- }
- );
- ctx->controls["menu_back"]->set_activated_callback
- (
- [ctx]()
- {
- application::state next_state;
- next_state.name = "title";
- next_state.enter = std::bind(game::state::title::enter, ctx);
- next_state.exit = std::bind(game::state::title::exit, ctx);
- ctx->app->change_state(next_state);
- }
- );
- ctx->controls["menu_select"]->set_activated_callback
- (
- [ctx]()
- {
- if (ctx->main_menu_index == 0)
- {
- // Disable menu controls
- ctx->controls["menu_down"]->set_activated_callback(nullptr);
- ctx->controls["menu_up"]->set_activated_callback(nullptr);
- ctx->controls["menu_select"]->set_activated_callback(nullptr);
-
- // Create change state function
- auto change_state_nuptial_flight = [ctx]()
- {
- application::state next_state;
- next_state.name = "nuptial_flight";
- next_state.enter = std::bind(game::state::nuptial_flight::enter, ctx);
- next_state.exit = std::bind(game::state::nuptial_flight::exit, ctx);
- ctx->app->change_state(next_state);
- };
-
- // 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_quad, false);
- }
- else if (ctx->main_menu_index == 1)
- {
- // Disable menu controls
- ctx->controls["menu_down"]->set_activated_callback(nullptr);
- ctx->controls["menu_up"]->set_activated_callback(nullptr);
- ctx->controls["menu_select"]->set_activated_callback(nullptr);
-
- // Create change state function
- auto change_state_options = [ctx]()
- {
- application::state next_state;
- next_state.name = "options_menu";
- next_state.enter = std::bind(game::state::options_menu::enter, ctx);
- next_state.exit = std::bind(game::state::options_menu::exit, ctx);
- ctx->app->change_state(next_state);
- };
-
- // Set up timing
- const float fade_out_duration = 0.25f;
-
- // Schedule state change
- timeline* timeline = ctx->timeline;
- float t = timeline->get_position();
- timeline->add_sequence({{t + fade_out_duration, change_state_options}});
-
- // Start fade out to black
- ctx->fade_transition_color->set_value({0, 0, 0});
- ctx->fade_transition->transition(fade_out_duration, false, ease<float>::out_quad);
- }
- else if (ctx->main_menu_index == 2)
- {
- // Disable menu controls
- ctx->controls["menu_down"]->set_activated_callback(nullptr);
- ctx->controls["menu_up"]->set_activated_callback(nullptr);
- ctx->controls["menu_select"]->set_activated_callback(nullptr);
-
- // Create change state function
- auto change_state_credits = [ctx]()
- {
- application::state next_state;
- next_state.name = "credits";
- next_state.enter = std::bind(game::state::credits::enter, ctx);
- next_state.exit = std::bind(game::state::credits::exit, ctx);
- ctx->app->change_state(next_state);
- };
-
- // Set up timing
- const float fade_out_duration = 0.5f;
-
- // Schedule state change
- timeline* timeline = ctx->timeline;
- float t = timeline->get_position();
- timeline->add_sequence({{t + fade_out_duration, change_state_credits}});
-
- // Start fade out to black
- ctx->fade_transition_color->set_value({0, 0, 0});
- ctx->fade_transition->transition(fade_out_duration, false, ease<float>::out_quad);
- }
- else if (ctx->main_menu_index == 3)
- {
- ctx->app->close(EXIT_SUCCESS);
- }
- }
- );
-
- // Disable control callbacks
- ctx->controls["menu_down"]->set_callbacks_enabled(false);
- ctx->controls["menu_up"]->set_callbacks_enabled(false);
- ctx->controls["menu_select"]->set_callbacks_enabled(false);
-
- // Build main menu fade in animation
- ctx->main_menu_fade_animation = new animation<float>();
- animation_channel<float>* main_menu_opacity_channel = ctx->main_menu_fade_animation->add_channel(0);
- ctx->main_menu_fade_animation->set_interpolator(ease<float>::out_quad);
- double main_menu_fade_in_duration = 0.0;
- if (ctx->config->contains("main_menu_fade_in_duration"))
- main_menu_fade_in_duration = (*ctx->config)["main_menu_fade_in_duration"].get<double>();
- main_menu_opacity_channel->insert_keyframe({0.0, 0.0f});
- main_menu_opacity_channel->insert_keyframe({main_menu_fade_in_duration, 1.0f});
-
- // Adjust main menu text opacity
- ctx->main_menu_fade_animation->set_frame_callback
- (
- [ctx](int channel, const float& opacity)
- {
- float4 active_color{1.0f, 1.0f, 1.0f, opacity};
- float4 inactive_color{1.0f, 1.0f, 1.0f, 0.5f * opacity};
-
- ctx->main_menu_start_text->set_color((ctx->main_menu_index == 0) ? active_color : inactive_color);
- ctx->main_menu_options_text->set_color((ctx->main_menu_index == 1) ? active_color : inactive_color);
- ctx->main_menu_credits_text->set_color((ctx->main_menu_index == 2) ? active_color : inactive_color);
- ctx->main_menu_quit_text->set_color((ctx->main_menu_index == 3) ? active_color : inactive_color);
-
- // Enable menu controls when visible
- if (opacity > 0.0f)
- {
- ctx->controls["menu_down"]->set_callbacks_enabled(true);
- ctx->controls["menu_up"]->set_callbacks_enabled(true);
- ctx->controls["menu_select"]->set_callbacks_enabled(true);
- }
- }
- );
-
- ctx->animator->add_animation(ctx->main_menu_fade_animation);
- ctx->main_menu_fade_animation->play();
- }
-
- void exit(game::context* ctx)
- {
- // Disable menu control callbacks
- ctx->controls["menu_down"]->set_activated_callback(nullptr);
- ctx->controls["menu_up"]->set_activated_callback(nullptr);
- ctx->controls["menu_back"]->set_activated_callback(nullptr);
- ctx->controls["menu_select"]->set_activated_callback(nullptr);
-
- // Destruct main menu animation
- ctx->animator->remove_animation(ctx->main_menu_fade_animation);
- delete ctx->main_menu_fade_animation;
- ctx->main_menu_fade_animation = nullptr;
-
- // Remove text objects from UI
- std::vector<scene::text*> texts;
- texts.push_back(ctx->main_menu_start_text);
- texts.push_back(ctx->main_menu_options_text);
- texts.push_back(ctx->main_menu_credits_text);
- texts.push_back(ctx->main_menu_quit_text);
- for (scene::text* text: texts)
- {
- ctx->ui_scene->remove_object(text);
- delete text;
- text = nullptr;
- }
-
- ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
- }
-
- } // namespace main_menu
- } // namespace state
- } // namespace game
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