- /*
- * 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/nest-selection.hpp"
- #include "game/state/pause-menu.hpp"
- #include "entity/archetype.hpp"
- #include "game/system/camera.hpp"
- #include "game/system/astronomy.hpp"
- #include "game/system/atmosphere.hpp"
- #include "game/system/collision.hpp"
- #include "game/component/locomotion.hpp"
- #include "game/component/transform.hpp"
- #include "game/component/terrain.hpp"
- #include "game/component/camera.hpp"
- #include "game/component/model.hpp"
- #include "game/component/constraint/constraint.hpp"
- #include "game/component/constraint-stack.hpp"
- #include "game/component/steering.hpp"
- #include "game/component/picking.hpp"
- #include "game/component/spring.hpp"
- #include "game/controls.hpp"
- #include "entity/commands.hpp"
- #include "animation/screen-transition.hpp"
- #include "animation/ease.hpp"
- #include "resources/resource-manager.hpp"
- #include "game/world.hpp"
- #include "render/passes/clear-pass.hpp"
- #include "render/passes/ground-pass.hpp"
- #include "utility/state-machine.hpp"
- #include "config.hpp"
- #include "math/interpolation.hpp"
- #include "physics/light/exposure.hpp"
- #include "input/mouse.hpp"
- #include "math/projection.hpp"
-
- #include "game/ant/morphogenesis.hpp"
- #include "game/ant/phenome.hpp"
- #include "game/ant/genome.hpp"
- #include "game/ant/cladogenesis.hpp"
- #include "game/spawn.hpp"
-
- using namespace game::ant;
-
- namespace game {
- namespace state {
-
- nest_selection::nest_selection(game::context& ctx):
- game::state::base(ctx)
- {
- debug::log::trace("Entering nest selection state...");
-
- debug::log::trace("Generating genome...");
- std::random_device rng;
- ant::genome* genome = ant::cladogenesis(ctx.active_ecoregion->gene_pools[0], rng);
- debug::log::trace("Generated genome");
-
- debug::log::trace("Building worker phenome...");
- ant::phenome worker_phenome = ant::phenome(*genome, ant::caste::worker);
- debug::log::trace("Built worker phenome...");
-
- debug::log::trace("Generating worker model...");
- render::model* worker_model = ant::morphogenesis(worker_phenome);
- debug::log::trace("Generated worker model");
-
- // Create worker entity(s)
- entity::id worker_eid = ctx.entity_registry->create();
- component::transform worker_transform_component;
- worker_transform_component.local = math::transform<float>::identity;
- worker_transform_component.local.translation = {0, 0, -20};
- worker_transform_component.world = worker_transform_component.local;
- worker_transform_component.warp = true;
- ctx.entity_registry->emplace<component::transform>(worker_eid, worker_transform_component);
-
- component::model worker_model_component;
- worker_model_component.render_model = worker_model;
- worker_model_component.instance_count = 0;
- worker_model_component.layers = ~0;
- ctx.entity_registry->emplace<component::model>(worker_eid, worker_model_component);
-
- // Disable UI color clear
- ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
-
- // Create world if not yet created
- if (ctx.entities.find("earth") == ctx.entities.end())
- {
- // Create cosmos
- game::world::cosmogenesis(ctx);
-
- // Create observer
- game::world::create_observer(ctx);
- }
-
- // Init time scale
- double time_scale = 60.0;
-
- // Set time scale
- game::world::set_time_scale(ctx, time_scale);
-
- // Setup and enable sky and ground passes
- ctx.sky_pass->set_enabled(true);
- ctx.ground_pass->set_enabled(true);
-
- // Switch to surface camera
- ctx.underground_camera->set_active(false);
- ctx.surface_camera->set_active(true);
-
- // Set camera exposure
- 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 auto& viewport_size = ctx.window->get_viewport_size();
- const float aspect_ratio = static_cast<float>(viewport_size[0]) / static_cast<float>(viewport_size[1]);
-
- // Init first person camera rig parameters
- first_person_camera_rig_translation_spring_angular_frequency = period_to_rads(0.125f);
- first_person_camera_rig_rotation_spring_angular_frequency = period_to_rads(0.125f);
- first_person_camera_rig_fov_spring_angular_frequency = period_to_rads(0.125f);
- first_person_camera_rig_min_elevation = 0.25f;
- first_person_camera_rig_max_elevation = 150.0f;
- first_person_camera_near_fov = math::vertical_fov(math::radians(100.0f), aspect_ratio);
- first_person_camera_far_fov = math::vertical_fov(math::radians(60.0f), aspect_ratio);
- first_person_camera_near_speed = 5.0f;
- first_person_camera_far_speed = 140.0f;
- first_person_camera_rig_pedestal_speed = 2.0f;
- first_person_camera_rig_pedestal = 0.0f;
-
- // Create first person camera rig
- create_first_person_camera_rig();
-
- // Satisfy first person camera rig constraints
- satisfy_first_person_camera_rig_constraints();
-
- // auto color_checker_archetype = ctx.resource_manager->load<entity::archetype>("color-checker.ent");
- // color_checker_archetype->create(*ctx.entity_registry);
- // auto ruler_archetype = ctx.resource_manager->load<entity::archetype>("ruler-10cm.ent");
- // ruler_archetype->create(*ctx.entity_registry);
- auto yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-l.ent");
- auto yucca_eid = yucca_archetype->create(*ctx.entity_registry);
- entity::command::warp_to(*ctx.entity_registry, yucca_eid, {0, 4, 30});
-
- yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-m.ent");
- yucca_eid = yucca_archetype->create(*ctx.entity_registry);
- entity::command::warp_to(*ctx.entity_registry, yucca_eid, {400, 0, 200});
-
- yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-s.ent");
- yucca_eid = yucca_archetype->create(*ctx.entity_registry);
- entity::command::warp_to(*ctx.entity_registry, yucca_eid, {-300, 3, -300});
-
- auto cactus_plant_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-plant-l.ent");
- auto cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry);
- entity::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {-100, 0, -200});
-
- cactus_plant_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-plant-m.ent");
- cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry);
- entity::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {100, -2, -70});
-
- cactus_plant_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-plant-s.ent");
- cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry);
- entity::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {50, 2, 80});
-
- auto cactus_seed_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-seed.ent");
- auto cactus_seed_eid = cactus_seed_archetype->create(*ctx.entity_registry);
- entity::command::warp_to(*ctx.entity_registry, cactus_seed_eid, {10, 5, 10});
-
- // Queue control setup
- ctx.function_queue.push(std::bind(&nest_selection::enable_controls, this));
-
- debug::log::trace("Entered nest selection state");
- }
-
- nest_selection::~nest_selection()
- {
- debug::log::trace("Exiting nest selection state...");
-
- destroy_first_person_camera_rig();
-
- debug::log::trace("Exited nest selection state");
- }
-
- void nest_selection::create_first_person_camera_rig()
- {
- // Construct first person camera rig spring rotation constraint
- component::constraint::spring_rotation first_person_camera_rig_spring_rotation;
- first_person_camera_rig_spring_rotation.spring =
- {
- {0.0f, 0.0f, 0.0f},
- {0.0f, 0.0f, 0.0f},
- {0.0f, 0.0f, 0.0f},
- 1.0f,
- first_person_camera_rig_rotation_spring_angular_frequency
- };
- component::constraint_stack_node first_person_camera_rig_spring_rotation_node;
- first_person_camera_rig_spring_rotation_node.active = true;
- first_person_camera_rig_spring_rotation_node.weight = 1.0f;
- first_person_camera_rig_spring_rotation_node.next = entt::null;
- first_person_camera_rig_spring_rotation_eid = ctx.entity_registry->create();
- ctx.entity_registry->emplace<component::constraint::spring_rotation>(first_person_camera_rig_spring_rotation_eid, first_person_camera_rig_spring_rotation);
- ctx.entity_registry->emplace<component::constraint_stack_node>(first_person_camera_rig_spring_rotation_eid, first_person_camera_rig_spring_rotation_node);
-
- // Construct first person camera rig spring translation constraint
- component::constraint::spring_translation first_person_camera_rig_spring_translation;
- first_person_camera_rig_spring_translation.spring =
- {
- {0.0f, 0.0f, 0.0f},
- {0.0f, 0.0f, 0.0f},
- {0.0f, 0.0f, 0.0f},
- 1.0f,
- first_person_camera_rig_translation_spring_angular_frequency
- };
- component::constraint_stack_node first_person_camera_rig_spring_translation_node;
- first_person_camera_rig_spring_translation_node.active = true;
- first_person_camera_rig_spring_translation_node.weight = 1.0f;
- first_person_camera_rig_spring_translation_node.next = first_person_camera_rig_spring_rotation_eid;
- first_person_camera_rig_spring_translation_eid = ctx.entity_registry->create();
- ctx.entity_registry->emplace<component::constraint::spring_translation>(first_person_camera_rig_spring_translation_eid, first_person_camera_rig_spring_translation);
- ctx.entity_registry->emplace<component::constraint_stack_node>(first_person_camera_rig_spring_translation_eid, first_person_camera_rig_spring_translation_node);
-
- // Construct first person camera rig constraint stack
- component::constraint_stack first_person_camera_rig_constraint_stack;
- first_person_camera_rig_constraint_stack.priority = 2;
- first_person_camera_rig_constraint_stack.head = first_person_camera_rig_spring_translation_eid;
-
- // Construct first person camera rig transform component
- component::transform first_person_camera_rig_transform;
- first_person_camera_rig_transform.local = math::transform<float>::identity;
- first_person_camera_rig_transform.world = first_person_camera_rig_transform.local;
- first_person_camera_rig_transform.warp = true;
-
- // Construct first person camera rig camera component
- component::camera first_person_camera_rig_camera;
- first_person_camera_rig_camera.object = ctx.surface_camera;
-
- // Construct first person camera rig entity
- first_person_camera_rig_eid = ctx.entity_registry->create();
- ctx.entity_registry->emplace<component::camera>(first_person_camera_rig_eid, first_person_camera_rig_camera);
- ctx.entity_registry->emplace<component::transform>(first_person_camera_rig_eid, first_person_camera_rig_transform);
- ctx.entity_registry->emplace<component::constraint_stack>(first_person_camera_rig_eid, first_person_camera_rig_constraint_stack);
-
- // Construct first person camera rig fov spring
- component::spring1 first_person_camera_rig_fov_spring;
- first_person_camera_rig_fov_spring.spring =
- {
- 0.0f,
- 0.0f,
- 0.0f,
- 1.0f,
- first_person_camera_rig_fov_spring_angular_frequency
- };
- first_person_camera_rig_fov_spring.callback = [&](float fov)
- {
- ctx.surface_camera->set_perspective(fov, ctx.surface_camera->get_aspect_ratio(), ctx.surface_camera->get_clip_near(), ctx.surface_camera->get_clip_far());
- };
-
- // Construct first person camera rig fov spring entity
- first_person_camera_rig_fov_spring_eid = ctx.entity_registry->create();
- ctx.entity_registry->emplace<component::spring1>(first_person_camera_rig_fov_spring_eid, first_person_camera_rig_fov_spring);
-
- set_first_person_camera_rig_pedestal(first_person_camera_rig_pedestal);
- }
-
- void nest_selection::destroy_first_person_camera_rig()
- {
- ctx.entity_registry->destroy(first_person_camera_rig_eid);
- ctx.entity_registry->destroy(first_person_camera_rig_spring_translation_eid);
- ctx.entity_registry->destroy(first_person_camera_rig_spring_rotation_eid);
- ctx.entity_registry->destroy(first_person_camera_rig_fov_spring_eid);
- }
-
- void nest_selection::set_first_person_camera_rig_pedestal(float pedestal)
- {
- first_person_camera_rig_pedestal = pedestal;
- const float elevation = math::log_lerp(first_person_camera_rig_min_elevation, first_person_camera_rig_max_elevation, first_person_camera_rig_pedestal);
- const float fov = math::log_lerp(first_person_camera_near_fov, first_person_camera_far_fov, first_person_camera_rig_pedestal);
-
- ctx.entity_registry->patch<component::constraint::spring_translation>
- (
- first_person_camera_rig_spring_translation_eid,
- [&](auto& component)
- {
- component.spring.x1[1] = elevation;
- }
- );
-
- ctx.entity_registry->patch<component::spring1>
- (
- first_person_camera_rig_fov_spring_eid,
- [&](auto& component)
- {
- component.spring.x1 = fov;
- }
- );
- }
-
- void nest_selection::move_first_person_camera_rig(const float2& direction, float factor)
- {
- const float speed = math::log_lerp(first_person_camera_near_speed, first_person_camera_far_speed, first_person_camera_rig_pedestal) * factor;
-
- const component::constraint::spring_rotation& first_person_camera_rig_spring_rotation = ctx.entity_registry->get<component::constraint::spring_rotation>(first_person_camera_rig_spring_rotation_eid);
-
- const math::quaternion<float> yaw_rotation = math::angle_axis(first_person_camera_rig_spring_rotation.spring.x0[0], float3{0.0f, 1.0f, 0.0f});
- const float3 rotated_direction = math::normalize(yaw_rotation * float3{direction[0], 0.0f, direction[1]});
- const float3 velocity = rotated_direction * speed;
-
- ctx.entity_registry->patch<component::constraint::spring_translation>
- (
- first_person_camera_rig_spring_translation_eid,
- [&](auto& component)
- {
- component.spring.x1 += velocity * static_cast<float>(ctx.loop.get_update_period());
- }
- );
- }
-
- void nest_selection::satisfy_first_person_camera_rig_constraints()
- {
- // Satisfy first person camera rig spring translation constraint
- ctx.entity_registry->patch<component::constraint::spring_translation>
- (
- first_person_camera_rig_spring_translation_eid,
- [&](auto& component)
- {
- component.spring.x0 = component.spring.x1;
- component.spring.v *= 0.0f;
- }
- );
-
- // Satisfy first person camera rig spring rotation constraint
- ctx.entity_registry->patch<component::constraint::spring_rotation>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&](auto& component)
- {
- component.spring.x0 = component.spring.x1;
- component.spring.v *= 0.0f;
- }
- );
-
- // Satisfy first person camera rig fov spring
- ctx.entity_registry->patch<component::spring1>
- (
- first_person_camera_rig_fov_spring_eid,
- [&](auto& component)
- {
- component.spring.x0 = component.spring.x1;
- component.spring.v *= 0.0f;
- }
- );
- }
-
- void nest_selection::enable_controls()
- {
- /*
- // Reset mouse look
- mouse_look = false;
-
- double time_scale = 0.0;
- double ff_time_scale = 60.0 * 200.0;
-
- // Init control settings
- float mouse_tilt_sensitivity = 1.0f;
- float mouse_pan_sensitivity = 1.0f;
- bool mouse_invert_tilt = false;
- bool mouse_invert_pan = false;
- bool mouse_look_toggle = false;
- float gamepad_tilt_sensitivity = 1.0f;
- float gamepad_pan_sensitivity = 1.0f;
- bool gamepad_invert_tilt = false;
- bool gamepad_invert_pan = false;
-
- // Read control settings
- if (ctx.config->contains("mouse_tilt_sensitivity"))
- mouse_tilt_sensitivity = math::radians((*ctx.config)["mouse_tilt_sensitivity"].get<float>());
- if (ctx.config->contains("mouse_pan_sensitivity"))
- mouse_pan_sensitivity = math::radians((*ctx.config)["mouse_pan_sensitivity"].get<float>());
- if (ctx.config->contains("mouse_invert_tilt"))
- mouse_invert_tilt = (*ctx.config)["mouse_invert_tilt"].get<bool>();
- if (ctx.config->contains("mouse_invert_pan"))
- mouse_invert_pan = (*ctx.config)["mouse_invert_pan"].get<bool>();
- if (ctx.config->contains("mouse_look_toggle"))
- mouse_look_toggle = (*ctx.config)["mouse_look_toggle"].get<bool>();
- if (ctx.config->contains("gamepad_tilt_sensitivity"))
- gamepad_tilt_sensitivity = math::radians((*ctx.config)["gamepad_tilt_sensitivity"].get<float>());
- if (ctx.config->contains("gamepad_pan_sensitivity"))
- gamepad_pan_sensitivity = math::radians((*ctx.config)["gamepad_pan_sensitivity"].get<float>());
- if (ctx.config->contains("gamepad_invert_tilt"))
- gamepad_invert_tilt = (*ctx.config)["gamepad_invert_tilt"].get<bool>();
- if (ctx.config->contains("gamepad_invert_pan"))
- gamepad_invert_pan = (*ctx.config)["gamepad_invert_pan"].get<bool>();
-
- // Determine tilt and pan factors according to sensitivity and inversion
- const float mouse_tilt_factor = mouse_tilt_sensitivity * (mouse_invert_tilt ? -1.0f : 1.0f);
- const float mouse_pan_factor = mouse_pan_sensitivity * (mouse_invert_pan ? -1.0f : 1.0f);
- const float gamepad_tilt_factor = gamepad_tilt_sensitivity * (gamepad_invert_tilt ? -1.0f : 1.0f);
- const float gamepad_pan_factor = gamepad_pan_sensitivity * (gamepad_invert_pan ? -1.0f : 1.0f);
-
- // Mouse look control
- ctx.controls["mouse_look"]->set_activated_callback
- (
- [&, mouse_look_toggle]()
- {
- if (mouse_look_toggle)
- mouse_look = !mouse_look;
- else
- mouse_look = true;
-
- ctx.app->set_relative_mouse_mode(mouse_look);
- }
- );
- ctx.controls["mouse_look"]->set_deactivated_callback
- (
- [&, mouse_look_toggle]()
- {
- if (!mouse_look_toggle && mouse_look)
- {
- mouse_look = false;
- ctx.app->set_relative_mouse_mode(false);
- }
- }
- );
-
- // Look right control
- ctx.controls["look_right_mouse"]->set_active_callback
- (
- [&, mouse_pan_factor](float value)
- {
- if (!mouse_look)
- return;
-
- ctx.entity_registry->patch<component::constraint::spring_rotation>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, mouse_pan_factor](auto& component)
- {
- component.spring.x1[0] -= mouse_pan_factor * value;
- }
- );
- }
- );
- ctx.controls["look_right_gamepad"]->set_active_callback
- (
- [&, gamepad_pan_factor](float value)
- {
- ctx.entity_registry->patch<component::constraint::spring_rotation>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, gamepad_pan_factor](auto& component)
- {
- component.spring.x1[0] -= gamepad_pan_factor * value * static_cast<float>(ctx.loop.get_update_period());
- }
- );
- }
- );
-
- // Look left control
- ctx.controls["look_left_mouse"]->set_active_callback
- (
- [&, mouse_pan_factor](float value)
- {
- if (!mouse_look)
- return;
-
- ctx.entity_registry->patch<component::constraint::spring_rotation>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, mouse_pan_factor](auto& component)
- {
- component.spring.x1[0] += mouse_pan_factor * value;
- }
- );
- }
- );
- ctx.controls["look_left_gamepad"]->set_active_callback
- (
- [&, gamepad_pan_factor](float value)
- {
- ctx.entity_registry->patch<component::constraint::spring_rotation>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, gamepad_pan_factor](auto& component)
- {
- component.spring.x1[0] += gamepad_pan_factor * value * static_cast<float>(ctx.loop.get_update_period());
- }
- );
- }
- );
-
- // Look up control
- ctx.controls["look_up_mouse"]->set_active_callback
- (
- [&, mouse_tilt_factor](float value)
- {
- if (!mouse_look)
- return;
-
- ctx.entity_registry->patch<component::constraint::spring_rotation>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, mouse_tilt_factor](auto& component)
- {
- component.spring.x1[1] -= mouse_tilt_factor * value;
- component.spring.x1[1] = std::max(-math::half_pi<float>, component.spring.x1[1]);
- }
- );
- }
- );
- ctx.controls["look_up_gamepad"]->set_active_callback
- (
- [&, gamepad_tilt_factor](float value)
- {
- ctx.entity_registry->patch<component::constraint::spring_rotation>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, gamepad_tilt_factor](auto& component)
- {
- component.spring.x1[1] -= gamepad_tilt_factor * value * static_cast<float>(ctx.loop.get_update_period());
- component.spring.x1[1] = std::max(-math::half_pi<float>, component.spring.x1[1]);
- }
- );
- }
- );
-
- // Look down control
- ctx.controls["look_down_mouse"]->set_active_callback
- (
- [&, mouse_tilt_factor](float value)
- {
- if (!mouse_look)
- return;
-
- ctx.entity_registry->patch<component::constraint::spring_rotation>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, mouse_tilt_factor](auto& component)
- {
- component.spring.x1[1] += mouse_tilt_factor * value;
- component.spring.x1[1] = std::min(math::half_pi<float>, component.spring.x1[1]);
- }
- );
- }
- );
- ctx.controls["look_down_gamepad"]->set_active_callback
- (
- [&, gamepad_tilt_factor](float value)
- {
- ctx.entity_registry->patch<component::constraint::spring_rotation>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, gamepad_tilt_factor](auto& component)
- {
- component.spring.x1[1] += gamepad_tilt_factor * value * static_cast<float>(ctx.loop.get_update_period());
- component.spring.x1[1] = std::min(math::half_pi<float>, component.spring.x1[1]);
- }
- );
- }
- );
-
- // Pedestal up control
- ctx.controls["move_up"]->set_active_callback
- (
- [&](float value)
- {
- set_first_person_camera_rig_pedestal(std::min(1.0f, first_person_camera_rig_pedestal + first_person_camera_rig_pedestal_speed * static_cast<float>(ctx.loop.get_update_period())));
- }
- );
-
- // Pedestal down control
- ctx.controls["move_down"]->set_active_callback
- (
- [&](float value)
- {
- set_first_person_camera_rig_pedestal(std::max(0.0f, first_person_camera_rig_pedestal - first_person_camera_rig_pedestal_speed * static_cast<float>(ctx.loop.get_update_period())));
- }
- );
-
- // Mouse select control
- ctx.controls["select_mouse"]->set_activated_callback
- (
- [&]()
- {
-
- }
- );
-
- // Move forward control
- ctx.controls["move_forward"]->set_active_callback
- (
- [&](float value)
- {
- move_first_person_camera_rig({0, -1}, value);
- }
- );
-
- // Move back control
- ctx.controls["move_back"]->set_active_callback
- (
- [&](float value)
- {
- move_first_person_camera_rig({0, 1}, value);
- }
- );
-
- // Move right control
- ctx.controls["move_right"]->set_active_callback
- (
- [&](float value)
- {
- move_first_person_camera_rig({1, 0}, value);
- }
- );
-
- // Move left control
- ctx.controls["move_left"]->set_active_callback
- (
- [&](float value)
- {
- move_first_person_camera_rig({-1, 0}, value);
- }
- );
-
- // Action control
- ctx.controls["action"]->set_activated_callback
- (
- [&]()
- {
-
- }
- );
-
- // Fast-forward
- ctx.controls["fast_forward"]->set_activated_callback
- (
- [&ctx = this->ctx, ff_time_scale]()
- {
- game::world::set_time_scale(ctx, ff_time_scale);
- }
- );
- ctx.controls["fast_forward"]->set_deactivated_callback
- (
- [&ctx = this->ctx, time_scale]()
- {
- game::world::set_time_scale(ctx, time_scale);
- }
- );
- ctx.controls["rewind"]->set_activated_callback
- (
- [&ctx = this->ctx, ff_time_scale]()
- {
- game::world::set_time_scale(ctx, -ff_time_scale);
- }
- );
- ctx.controls["rewind"]->set_deactivated_callback
- (
- [&ctx = this->ctx, time_scale]()
- {
- game::world::set_time_scale(ctx, time_scale);
- }
- );
-
- // Setup pause control
- ctx.controls["pause"]->set_activated_callback
- (
- [this, &ctx = this->ctx]()
- {
- // Disable controls
- this->disable_controls();
-
- // Set resume callback
- ctx.resume_callback = [this, &ctx]()
- {
- this->enable_controls();
- ctx.resume_callback = nullptr;
- };
-
- // Push pause menu state
- ctx.state_machine.emplace(new game::state::pause_menu(ctx));
- }
- );
-
- ctx.controls["increase_exposure"]->set_active_callback
- (
- [&ctx = this->ctx](float)
- {
- //ctx.astronomy_system->set_exposure_offset(ctx.astronomy_system->get_exposure_offset() - 1.0f);
- ctx.surface_camera->set_exposure(ctx.surface_camera->get_exposure() + 2.0f * static_cast<float>(ctx.loop.get_update_period()));
- debug::log::info("EV100: " + std::to_string(ctx.surface_camera->get_exposure()));
- }
- );
-
- ctx.controls["decrease_exposure"]->set_active_callback
- (
- [&ctx = this->ctx](float)
- {
- //ctx.astronomy_system->set_exposure_offset(ctx.astronomy_system->get_exposure_offset() + 1.0f);
- ctx.surface_camera->set_exposure(ctx.surface_camera->get_exposure() - 2.0f * static_cast<float>(ctx.loop.get_update_period()));
- debug::log::info("EV100: " + std::to_string(ctx.surface_camera->get_exposure()));
- }
- );
- */
- }
-
- void nest_selection::disable_controls()
- {
- /*
- if (mouse_look)
- {
- mouse_look = false;
- ctx.app->set_relative_mouse_mode(false);
- }
-
- ctx.controls["mouse_look"]->set_activated_callback(nullptr);
- ctx.controls["mouse_look"]->set_deactivated_callback(nullptr);
- ctx.controls["look_right_mouse"]->set_active_callback(nullptr);
- ctx.controls["look_right_gamepad"]->set_active_callback(nullptr);
- ctx.controls["look_left_mouse"]->set_active_callback(nullptr);
- ctx.controls["look_left_gamepad"]->set_active_callback(nullptr);
- ctx.controls["look_up_mouse"]->set_active_callback(nullptr);
- ctx.controls["look_up_gamepad"]->set_active_callback(nullptr);
- ctx.controls["look_down_mouse"]->set_active_callback(nullptr);
- ctx.controls["look_down_gamepad"]->set_active_callback(nullptr);
- ctx.controls["move_up"]->set_active_callback(nullptr);
- ctx.controls["move_down"]->set_active_callback(nullptr);
- ctx.controls["select_mouse"]->set_activated_callback(nullptr);
- ctx.controls["move_forward"]->set_active_callback(nullptr);
- ctx.controls["move_back"]->set_active_callback(nullptr);
- ctx.controls["move_right"]->set_active_callback(nullptr);
- ctx.controls["move_left"]->set_active_callback(nullptr);
- ctx.controls["action"]->set_activated_callback(nullptr);
- ctx.controls["fast_forward"]->set_activated_callback(nullptr);
- ctx.controls["fast_forward"]->set_deactivated_callback(nullptr);
- ctx.controls["rewind"]->set_activated_callback(nullptr);
- ctx.controls["rewind"]->set_deactivated_callback(nullptr);
- ctx.controls["pause"]->set_activated_callback(nullptr);
- ctx.controls["increase_exposure"]->set_active_callback(nullptr);
- ctx.controls["decrease_exposure"]->set_active_callback(nullptr);
- */
- }
-
- } // namespace state
- } // namespace game
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