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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/splash.hpp"
- #include "game/state/main-menu.hpp"
- #include "animation/screen-transition.hpp"
- #include "animation/animation.hpp"
- #include "animation/animator.hpp"
- #include "animation/ease.hpp"
- #include "application.hpp"
- #include "render/passes/clear-pass.hpp"
- #include "game/context.hpp"
- #include "debug/logger.hpp"
- #include "resources/resource-manager.hpp"
- #include "render/material-flags.hpp"
-
- namespace game {
- namespace state {
-
- splash::splash(game::context& ctx):
- game::state::base(ctx)
- {
- ctx.logger->push_task("Entering splash state");
-
- // Enable color buffer clearing in UI pass
- ctx.ui_clear_pass->set_cleared_buffers(true, true, false);
-
- // Load splash texture
- const gl::texture_2d* splash_texture = ctx.resource_manager->load<gl::texture_2d>("splash.tex");
-
- // Get splash texture dimensions
- auto splash_dimensions = splash_texture->get_dimensions();
-
- // Construct splash billboard material
- splash_billboard_material.set_flags(MATERIAL_FLAG_TRANSLUCENT);
- splash_billboard_material.set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
- splash_billboard_material.add_property<const gl::texture_2d*>("background")->set_value(splash_texture);
- render::material_property<float4>* splash_tint = splash_billboard_material.add_property<float4>("tint");
- splash_tint->set_value(float4{1, 1, 1, 0});
- splash_billboard_material.update_tweens();
-
- // Construct splash billboard
- splash_billboard.set_material(&splash_billboard_material);
- splash_billboard.set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
- splash_billboard.set_translation({0.0f, 0.0f, 0.0f});
- splash_billboard.update_tweens();
-
- // Add splash billboard to UI scene
- ctx.ui_scene->add_object(&splash_billboard);
-
- // 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>();
-
- // Construct splash fade in animation
- splash_fade_in_animation.set_interpolator(ease<float>::out_cubic);
- animation_channel<float>* splash_fade_in_opacity_channel = splash_fade_in_animation.add_channel(0);
- 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
- splash_fade_out_animation.set_interpolator(ease<float>::out_cubic);
- animation_channel<float>* splash_fade_out_opacity_channel = splash_fade_out_animation.add_channel(0);
- 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 = [splash_tint](int channel, const float& opacity)
- {
- splash_tint->set_value(float4{1, 1, 1, opacity});
- };
- splash_fade_in_animation.set_frame_callback(set_splash_opacity);
- splash_fade_out_animation.set_frame_callback(set_splash_opacity);
-
- // Trigger splash fade out animation when splash fade in animation ends
- splash_fade_in_animation.set_end_callback
- (
- [this]()
- {
- this->splash_fade_out_animation.play();
- }
- );
-
- // Trigger a state change when the splash fade out animation ends
- splash_fade_out_animation.set_end_callback
- (
- [&ctx]()
- {
- // Queue change to main menu state
- ctx.function_queue.push
- (
- [&ctx]()
- {
- ctx.state_machine.pop();
- ctx.state_machine.emplace(new game::state::main_menu(ctx, true));
- }
- );
- }
- );
-
- // Add splash fade animations to animator
- ctx.animator->add_animation(&splash_fade_in_animation);
- ctx.animator->add_animation(&splash_fade_out_animation);
-
- // Start splash fade in animation
- 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 to main menu state
- ctx.state_machine.pop();
- ctx.state_machine.emplace(new game::state::main_menu(ctx, true));
- }
- }
- );
- ctx.input_listener->set_enabled(true);
-
- ctx.logger->pop_task(EXIT_SUCCESS);
- }
-
- splash::~splash()
- {
- ctx.logger->push_task("Exiting splash state");
-
- // Disable splash skipper
- ctx.input_listener->set_enabled(false);
- ctx.input_listener->set_callback(nullptr);
-
- // Remove splash fade animations from animator
- ctx.animator->remove_animation(&splash_fade_in_animation);
- ctx.animator->remove_animation(&splash_fade_out_animation);
-
- // Remove splash billboard from UI scene
- ctx.ui_scene->remove_object(&splash_billboard);
-
- // Unload splash texture
- ctx.resource_manager->unload("splash.tex");
-
- // Disable color buffer clearing in UI pass
- ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
-
- ctx.logger->pop_task(EXIT_SUCCESS);
- }
-
- } // namespace state
- } // namespace game
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