|
@ -1,223 +0,0 @@ |
|
|
/*
|
|
|
|
|
|
* 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/title.hpp"
|
|
|
|
|
|
#include "game/states/main-menu.hpp"
|
|
|
|
|
|
#include "animation/screen-transition.hpp"
|
|
|
|
|
|
#include "animation/ease.hpp"
|
|
|
|
|
|
#include "animation/animation.hpp"
|
|
|
|
|
|
#include "animation/animator.hpp"
|
|
|
|
|
|
#include "application.hpp"
|
|
|
|
|
|
#include "scene/text.hpp"
|
|
|
|
|
|
#include "configuration.hpp"
|
|
|
|
|
|
#include "render/passes/clear-pass.hpp"
|
|
|
|
|
|
|
|
|
|
|
|
namespace game { |
|
|
|
|
|
namespace state { |
|
|
|
|
|
namespace title { |
|
|
|
|
|
|
|
|
|
|
|
void enter(game::context* ctx) |
|
|
|
|
|
{ |
|
|
|
|
|
ctx->ui_clear_pass->set_cleared_buffers(true, true, false); |
|
|
|
|
|
|
|
|
|
|
|
// Construct title text
|
|
|
|
|
|
ctx->title_text = new scene::text(); |
|
|
|
|
|
ctx->title_text->set_material(&ctx->title_font_material); |
|
|
|
|
|
ctx->title_text->set_font(&ctx->title_font); |
|
|
|
|
|
ctx->title_text->set_color({1.0f, 1.0f, 1.0f, 0.0f}); |
|
|
|
|
|
ctx->title_text->set_content((*ctx->strings)["title_antkeeper"]); |
|
|
|
|
|
|
|
|
|
|
|
// Construct "Press any key" text
|
|
|
|
|
|
ctx->title_press_any_key_text = new scene::text(); |
|
|
|
|
|
ctx->title_press_any_key_text->set_material(&ctx->menu_font_material); |
|
|
|
|
|
ctx->title_press_any_key_text->set_font(&ctx->menu_font); |
|
|
|
|
|
ctx->title_press_any_key_text->set_color({1.0f, 1.0f, 1.0f, 0.0f}); |
|
|
|
|
|
ctx->title_press_any_key_text->set_content((*ctx->strings)["title_press_any_key"]); |
|
|
|
|
|
|
|
|
|
|
|
int window_height = std::get<1>(ctx->app->get_viewport_dimensions()); |
|
|
|
|
|
|
|
|
|
|
|
// Align title text
|
|
|
|
|
|
const auto& title_aabb = static_cast<const geom::aabb<float>&>(ctx->title_text->get_local_bounds()); |
|
|
|
|
|
float title_w = title_aabb.max_point.x - title_aabb.min_point.x; |
|
|
|
|
|
float title_h = title_aabb.max_point.y - title_aabb.min_point.y; |
|
|
|
|
|
ctx->title_text->set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f + (window_height / 3) / 2), 0.0f}); |
|
|
|
|
|
|
|
|
|
|
|
// Align "Press any key" text
|
|
|
|
|
|
const auto& any_key_aabb = static_cast<const geom::aabb<float>&>(ctx->title_press_any_key_text->get_local_bounds()); |
|
|
|
|
|
float any_key_w = any_key_aabb.max_point.x - any_key_aabb.min_point.x; |
|
|
|
|
|
float any_key_h = any_key_aabb.max_point.y - any_key_aabb.min_point.y; |
|
|
|
|
|
ctx->title_press_any_key_text->set_translation({std::round(-any_key_w * 0.5f), std::round(-any_key_h * 0.5f - (window_height / 3) / 2), 0.0f}); |
|
|
|
|
|
|
|
|
|
|
|
// Load animation timing configuration
|
|
|
|
|
|
double title_fade_in_duration = 0.0; |
|
|
|
|
|
double title_fade_out_duration = 0.0; |
|
|
|
|
|
double title_press_any_key_duration = 0.0; |
|
|
|
|
|
double title_press_any_key_delay = 0.0; |
|
|
|
|
|
if (ctx->config->contains("title_fade_in_duration")) |
|
|
|
|
|
title_fade_in_duration = (*ctx->config)["title_fade_in_duration"].get<double>(); |
|
|
|
|
|
if (ctx->config->contains("title_fade_out_duration")) |
|
|
|
|
|
title_fade_out_duration = (*ctx->config)["title_fade_out_duration"].get<double>(); |
|
|
|
|
|
if (ctx->config->contains("title_press_any_key_duration")) |
|
|
|
|
|
title_press_any_key_duration = (*ctx->config)["title_press_any_key_duration"].get<double>(); |
|
|
|
|
|
if (ctx->config->contains("title_press_any_key_delay")) |
|
|
|
|
|
title_press_any_key_delay = (*ctx->config)["title_press_any_key_delay"].get<double>(); |
|
|
|
|
|
|
|
|
|
|
|
auto set_title_opacity = [ctx](int channel, const float& opacity) |
|
|
|
|
|
{ |
|
|
|
|
|
ctx->title_text->set_color({1.0f, 1.0f, 1.0f, opacity}); |
|
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
|
|
// Build title fade in animation
|
|
|
|
|
|
ctx->title_fade_in_animation = new animation<float>(); |
|
|
|
|
|
animation_channel<float>* title_fade_in_opacity_channel = ctx->title_fade_in_animation->add_channel(0); |
|
|
|
|
|
ctx->title_fade_in_animation->set_interpolator(ease<float>::in_quad); |
|
|
|
|
|
title_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f}); |
|
|
|
|
|
title_fade_in_opacity_channel->insert_keyframe({title_fade_in_duration, 1.0f}); |
|
|
|
|
|
title_fade_in_opacity_channel->insert_keyframe({title_fade_in_duration + title_press_any_key_delay, 1.0f}); |
|
|
|
|
|
ctx->title_fade_in_animation->set_frame_callback(set_title_opacity); |
|
|
|
|
|
|
|
|
|
|
|
// Trigger "Press any key" animation after title fade in animation ends
|
|
|
|
|
|
ctx->title_fade_in_animation->set_end_callback |
|
|
|
|
|
( |
|
|
|
|
|
[ctx]() |
|
|
|
|
|
{ |
|
|
|
|
|
ctx->title_press_any_key_animation->play(); |
|
|
|
|
|
} |
|
|
|
|
|
); |
|
|
|
|
|
|
|
|
|
|
|
// Build title fade out animation
|
|
|
|
|
|
ctx->title_fade_out_animation = new animation<float>(); |
|
|
|
|
|
animation_channel<float>* title_fade_out_opacity_channel = ctx->title_fade_out_animation->add_channel(0); |
|
|
|
|
|
ctx->title_fade_out_animation->set_interpolator(ease<float>::out_quad); |
|
|
|
|
|
title_fade_out_opacity_channel->insert_keyframe({0.0, 1.0f}); |
|
|
|
|
|
title_fade_out_opacity_channel->insert_keyframe({title_fade_out_duration, 0.0f}); |
|
|
|
|
|
ctx->title_fade_out_animation->set_frame_callback(set_title_opacity); |
|
|
|
|
|
|
|
|
|
|
|
// Trigger a state change when the title fade out animation ends
|
|
|
|
|
|
ctx->title_fade_out_animation->set_end_callback |
|
|
|
|
|
( |
|
|
|
|
|
[ctx]() |
|
|
|
|
|
{ |
|
|
|
|
|
application::state next_state; |
|
|
|
|
|
next_state.name = "main_menu"; |
|
|
|
|
|
next_state.enter = std::bind(game::state::main_menu::enter, ctx); |
|
|
|
|
|
next_state.exit = std::bind(game::state::main_menu::exit, ctx); |
|
|
|
|
|
ctx->app->queue_state(next_state); |
|
|
|
|
|
} |
|
|
|
|
|
); |
|
|
|
|
|
|
|
|
|
|
|
// Build "Press any key" animation
|
|
|
|
|
|
ctx->title_press_any_key_animation = new animation<float>(); |
|
|
|
|
|
ctx->title_press_any_key_animation->loop(true); |
|
|
|
|
|
animation_channel<float>* title_press_any_key_opacity_channel = ctx->title_press_any_key_animation->add_channel(0); |
|
|
|
|
|
ctx->title_press_any_key_animation->set_interpolator(math::lerp<float, double>); |
|
|
|
|
|
title_press_any_key_opacity_channel->insert_keyframe({0.0, 0.0f}); |
|
|
|
|
|
title_press_any_key_opacity_channel->insert_keyframe({title_press_any_key_duration * 0.5, 1.0f}); |
|
|
|
|
|
title_press_any_key_opacity_channel->insert_keyframe({title_press_any_key_duration, 0.0f}); |
|
|
|
|
|
ctx->title_press_any_key_animation->set_frame_callback |
|
|
|
|
|
( |
|
|
|
|
|
[ctx](int channel, const float& opacity) |
|
|
|
|
|
{ |
|
|
|
|
|
ctx->title_press_any_key_text->set_color({1.0f, 1.0f, 1.0f, 0.5f * ease<float>::out_cubic(0.0f, 1.0f, opacity)}); |
|
|
|
|
|
} |
|
|
|
|
|
); |
|
|
|
|
|
|
|
|
|
|
|
// Add title fade animations to animator
|
|
|
|
|
|
ctx->animator->add_animation(ctx->title_fade_in_animation); |
|
|
|
|
|
ctx->animator->add_animation(ctx->title_fade_out_animation); |
|
|
|
|
|
ctx->animator->add_animation(ctx->title_press_any_key_animation); |
|
|
|
|
|
|
|
|
|
|
|
// Start title fade in animation
|
|
|
|
|
|
ctx->title_fade_in_animation->play(); |
|
|
|
|
|
|
|
|
|
|
|
// Set up title skipper
|
|
|
|
|
|
ctx->input_listener->set_callback |
|
|
|
|
|
( |
|
|
|
|
|
[ctx](const event_base& event) |
|
|
|
|
|
{ |
|
|
|
|
|
if (ctx->controls["menu_back"]->is_active()) |
|
|
|
|
|
return; |
|
|
|
|
|
|
|
|
|
|
|
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->title_fade_in_animation->is_stopped()) |
|
|
|
|
|
{ |
|
|
|
|
|
ctx->title_fade_out_animation->play(); |
|
|
|
|
|
ctx->input_listener->set_enabled(false); |
|
|
|
|
|
} |
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
|
|
|
|
if (ctx->title_text->get_color()[3] > 0.0f) |
|
|
|
|
|
{ |
|
|
|
|
|
ctx->input_listener->set_enabled(false); |
|
|
|
|
|
|
|
|
|
|
|
// 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 = "main_menu"; |
|
|
|
|
|
next_state.enter = std::bind(game::state::main_menu::enter, ctx); |
|
|
|
|
|
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->title_text); |
|
|
|
|
|
ctx->title_text->update_tweens(); |
|
|
|
|
|
|
|
|
|
|
|
ctx->ui_scene->add_object(ctx->title_press_any_key_text); |
|
|
|
|
|
ctx->title_press_any_key_text->update_tweens(); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
void exit(game::context* ctx) |
|
|
|
|
|
{ |
|
|
|
|
|
// Remove title text
|
|
|
|
|
|
ctx->ui_scene->remove_object(ctx->title_text); |
|
|
|
|
|
ctx->ui_scene->remove_object(ctx->title_press_any_key_text); |
|
|
|
|
|
|
|
|
|
|
|
// Disable title skipper
|
|
|
|
|
|
ctx->input_listener->set_enabled(false); |
|
|
|
|
|
ctx->input_listener->set_callback(nullptr); |
|
|
|
|
|
|
|
|
|
|
|
// Destruct title animations
|
|
|
|
|
|
ctx->animator->remove_animation(ctx->title_fade_in_animation); |
|
|
|
|
|
ctx->animator->remove_animation(ctx->title_fade_out_animation); |
|
|
|
|
|
ctx->animator->remove_animation(ctx->title_press_any_key_animation); |
|
|
|
|
|
|
|
|
|
|
|
delete ctx->title_fade_in_animation; |
|
|
|
|
|
delete ctx->title_fade_out_animation; |
|
|
|
|
|
delete ctx->title_press_any_key_animation; |
|
|
|
|
|
ctx->title_fade_in_animation = nullptr; |
|
|
|
|
|
ctx->title_fade_out_animation = nullptr; |
|
|
|
|
|
ctx->title_press_any_key_animation = nullptr; |
|
|
|
|
|
|
|
|
|
|
|
ctx->ui_clear_pass->set_cleared_buffers(false, true, false); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
} // namespace title
|
|
|
|
|
|
} // namespace state
|
|
|
|
|
|
} // namespace game
|
|
|
|