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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/splash.hpp"
- #include "game/states/title.hpp"
- #include "animation/screen-transition.hpp"
- #include "animation/animation.hpp"
- #include "animation/animator.hpp"
- #include "animation/ease.hpp"
- #include "animation/timeline.hpp"
- #include "application.hpp"
- #include "render/passes/clear-pass.hpp"
-
- namespace game {
- namespace state {
- namespace splash {
-
- void enter(game::context* ctx)
- {
- ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
-
- // Load animation timing configuration
- double splash_fade_in_duration = 0.0;
- double splash_duration = 0.0;
- double splash_fade_out_duration = 0.0;
- if (ctx->config->contains("splash_fade_in_duration"))
- splash_fade_in_duration = (*ctx->config)["splash_fade_in_duration"].get<double>();
- if (ctx->config->contains("splash_duration"))
- splash_duration = (*ctx->config)["splash_duration"].get<double>();
- if (ctx->config->contains("splash_fade_out_duration"))
- splash_fade_out_duration = (*ctx->config)["splash_fade_out_duration"].get<double>();
-
- // Build splash fade in animation
- ctx->splash_fade_in_animation = new animation<float>();
- animation_channel<float>* splash_fade_in_opacity_channel = ctx->splash_fade_in_animation->add_channel(0);
- ctx->splash_fade_in_animation->set_interpolator(ease<float>::in_quad);
- splash_fade_in_opacity_channel->insert_keyframe({0.0, 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
- ctx->splash_fade_out_animation = new animation<float>();
- animation_channel<float>* splash_fade_out_opacity_channel = ctx->splash_fade_out_animation->add_channel(0);
- ctx->splash_fade_out_animation->set_interpolator(ease<float>::out_quad);
- splash_fade_out_opacity_channel->insert_keyframe({0.0, 1.0f});
- splash_fade_out_opacity_channel->insert_keyframe({splash_fade_out_duration, 0.0f});
-
- // Setup animation frame callbacks
- auto set_splash_opacity = [ctx](int channel, const float& opacity)
- {
- static_cast<render::material_property<float4>*>(ctx->splash_billboard_material->get_property("tint"))->set_value(float4{1, 1, 1, opacity});
- };
- ctx->splash_fade_in_animation->set_frame_callback(set_splash_opacity);
- ctx->splash_fade_out_animation->set_frame_callback(set_splash_opacity);
-
- // Reset splash color when animation starts
- ctx->splash_fade_in_animation->set_start_callback
- (
- [ctx]()
- {
- static_cast<render::material_property<float4>*>(ctx->splash_billboard_material->get_property("tint"))->set_value(float4{1, 1, 1, 0});
- ctx->splash_billboard_material->update_tweens();
- }
- );
-
- // Trigger splash fade out animation when splash fade in animation ends
- ctx->splash_fade_in_animation->set_end_callback
- (
- [ctx]()
- {
- ctx->splash_fade_out_animation->play();
- }
- );
-
- // Trigger a state change when the splash fade out animation ends
- ctx->splash_fade_out_animation->set_end_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->queue_state(next_state);
- }
- );
-
- // Add splash fade animations to animator
- ctx->animator->add_animation(ctx->splash_fade_in_animation);
- ctx->animator->add_animation(ctx->splash_fade_out_animation);
-
- // Start splash fade in animation
- ctx->splash_fade_in_animation->play();
-
- // Set up splash 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)
- {
- // Black out screen
- ctx->rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
- ctx->rasterizer->clear_framebuffer(true, false, false);
- ctx->app->swap_buffers();
-
- // Change state
- 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->input_listener->set_enabled(true);
-
- // Add splash billboard to UI scene
- ctx->ui_scene->add_object(ctx->splash_billboard);
- }
-
- void exit(game::context* ctx)
- {
- // Remove splash billboard from UI scene
- ctx->ui_scene->remove_object(ctx->splash_billboard);
-
- // Disable splash skipper
- ctx->input_listener->set_enabled(false);
- ctx->input_listener->set_callback(nullptr);
-
- // Destruct splash fade animations
- ctx->animator->remove_animation(ctx->splash_fade_in_animation);
- ctx->animator->remove_animation(ctx->splash_fade_out_animation);
- delete ctx->splash_fade_in_animation;
- delete ctx->splash_fade_out_animation;
- ctx->splash_fade_in_animation = nullptr;
- ctx->splash_fade_out_animation = nullptr;
-
- ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
- }
-
- } // namespace splash
- } // namespace state
- } // namespace game
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