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@ -558,14 +558,13 @@ int Application::execute() |
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// Update frame time label
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// Update frame time label
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if (frameTimeLabel->isVisible()) |
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if (frameTimeLabel->isVisible()) |
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{ |
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{ |
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/*
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std::u32string frameTimeString; |
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std::basic_stringstream<char32_t> stream; |
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std::u32string label; |
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std::stringstream stream; |
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stream.precision(2); |
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stream.precision(2); |
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stream << std::fixed << meanFrameTime; |
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stream << std::fixed << meanFrameTime; |
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stream >> frameTimeString; |
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frameTimeLabel->setText(frameTimeString); |
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*/ |
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std::string streamstring = stream.str(); |
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label.assign(streamstring.begin(), streamstring.end()); |
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frameTimeLabel->setText(label); |
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} |
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} |
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} |
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} |
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@ -773,6 +772,7 @@ bool Application::loadScene() |
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// Unbind shadow map depth texture
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// Unbind shadow map depth texture
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glBindTexture(GL_TEXTURE_2D, 0); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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// Setup shadow map render target
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// Setup shadow map render target
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shadowMapRenderTarget.width = shadowMapResolution; |
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shadowMapRenderTarget.width = shadowMapResolution; |
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@ -788,23 +788,109 @@ bool Application::loadScene() |
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shadowMapCompositor.addPass(&shadowMapPass); |
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shadowMapCompositor.addPass(&shadowMapPass); |
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shadowMapCompositor.load(nullptr); |
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shadowMapCompositor.load(nullptr); |
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// Post-processing framebuffers
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{ |
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// Generate color texture
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glGenTextures(1, &framebufferAColorTexture); |
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glBindTexture(GL_TEXTURE_2D, framebufferAColorTexture); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, static_cast<GLsizei>(resolution.x), static_cast<GLsizei>(resolution.y), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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// Generate depth texture
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glGenTextures(1, &framebufferADepthTexture); |
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glBindTexture(GL_TEXTURE_2D, framebufferADepthTexture); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, static_cast<GLsizei>(resolution.x), static_cast<GLsizei>(resolution.y), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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// Generate framebuffer
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glGenFramebuffers(1, &framebufferA); |
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glBindFramebuffer(GL_FRAMEBUFFER, framebufferA); |
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// Attach textures to framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebufferAColorTexture, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebufferADepthTexture, 0); |
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glDrawBuffer(GL_COLOR_ATTACHMENT0); |
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//glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Unbind framebuffer and texture
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glBindTexture(GL_TEXTURE_2D, 0); |
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glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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// Setup render target
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framebufferARenderTarget.width = static_cast<int>(resolution.x); |
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framebufferARenderTarget.height = static_cast<int>(resolution.y); |
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framebufferARenderTarget.framebuffer = framebufferA; |
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} |
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{ |
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// Generate color texture
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glGenTextures(1, &framebufferBColorTexture); |
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glBindTexture(GL_TEXTURE_2D, framebufferBColorTexture); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, static_cast<GLsizei>(resolution.x), static_cast<GLsizei>(resolution.y), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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// Generate framebuffer
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glGenFramebuffers(1, &framebufferA); |
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glBindFramebuffer(GL_FRAMEBUFFER, framebufferA); |
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// Attach textures to framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebufferBColorTexture, 0); |
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glDrawBuffer(GL_COLOR_ATTACHMENT0); |
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//glReadBuffer(GL_COLOR_ATTACHMENT0);
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// Unbind framebuffer and texture
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glBindTexture(GL_TEXTURE_2D, 0); |
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glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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// Setup render target
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framebufferBRenderTarget.width = static_cast<int>(resolution.x); |
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framebufferBRenderTarget.height = static_cast<int>(resolution.y); |
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framebufferBRenderTarget.framebuffer = framebufferA; |
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} |
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// Setup skybox pass
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// Setup skybox pass
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skyboxPass.setRenderTarget(&defaultRenderTarget); |
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skyboxPass.setRenderTarget(&framebufferARenderTarget); |
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// Setup clear depth pass
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// Setup clear depth pass
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clearDepthPass.setRenderTarget(&defaultRenderTarget); |
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clearDepthPass.setRenderTarget(&framebufferARenderTarget); |
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clearDepthPass.setClear(false, true, false); |
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clearDepthPass.setClear(false, true, false); |
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clearDepthPass.setClearDepth(1.0f); |
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clearDepthPass.setClearDepth(1.0f); |
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// Setup soil pass
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// Setup soil pass
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soilPass.setRenderTarget(&defaultRenderTarget); |
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soilPass.setRenderTarget(&framebufferARenderTarget); |
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// Setup lighting pass
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// Setup lighting pass
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lightingPass.setRenderTarget(&defaultRenderTarget); |
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lightingPass.setRenderTarget(&framebufferARenderTarget); |
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lightingPass.setShadowMap(shadowMapDepthTexture); |
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lightingPass.setShadowMap(shadowMapDepthTexture); |
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lightingPass.setShadowCamera(&sunlightCamera); |
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lightingPass.setShadowCamera(&sunlightCamera); |
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lightingPass.setShadowMapPass(&shadowMapPass); |
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lightingPass.setShadowMapPass(&shadowMapPass); |
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// Setup blur passes
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horizontalBlurPass.setRenderTarget(&framebufferBRenderTarget); |
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horizontalBlurPass.setTexture(framebufferAColorTexture); |
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horizontalBlurPass.setDirection(Vector2(0.0f, 0.0f)); |
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verticalBlurPass.setRenderTarget(&framebufferARenderTarget); |
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verticalBlurPass.setTexture(framebufferBColorTexture); |
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verticalBlurPass.setDirection(Vector2(0.0f, 0.0f)); |
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horizontalBlurPass2.setRenderTarget(&framebufferBRenderTarget); |
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horizontalBlurPass2.setTexture(framebufferAColorTexture); |
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horizontalBlurPass2.setDirection(Vector2(0.0f, 0.0f)); |
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verticalBlurPass2.setRenderTarget(&defaultRenderTarget); |
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verticalBlurPass2.setTexture(framebufferBColorTexture); |
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verticalBlurPass2.setDirection(Vector2(0.0f, 0.0f)); |
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// Setup debug pass
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// Setup debug pass
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debugPass.setRenderTarget(&defaultRenderTarget); |
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debugPass.setRenderTarget(&defaultRenderTarget); |
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@ -812,6 +898,10 @@ bool Application::loadScene() |
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defaultCompositor.addPass(&skyboxPass); |
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defaultCompositor.addPass(&skyboxPass); |
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defaultCompositor.addPass(&soilPass); |
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defaultCompositor.addPass(&soilPass); |
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defaultCompositor.addPass(&lightingPass); |
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defaultCompositor.addPass(&lightingPass); |
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defaultCompositor.addPass(&horizontalBlurPass); |
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defaultCompositor.addPass(&verticalBlurPass); |
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defaultCompositor.addPass(&horizontalBlurPass2); |
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defaultCompositor.addPass(&verticalBlurPass2); |
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//defaultCompositor.addPass(&debugPass);
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//defaultCompositor.addPass(&debugPass);
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defaultCompositor.load(nullptr); |
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defaultCompositor.load(nullptr); |
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@ -959,10 +1049,17 @@ bool Application::loadUI() |
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// Create "Press any key" element
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// Create "Press any key" element
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anyKeyLabel = new UILabel(); |
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anyKeyLabel = new UILabel(); |
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anyKeyLabel->setLayerOffset(ANTKEEPER_UI_LAYER_MENU); |
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anyKeyLabel->setVisible(false); |
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anyKeyLabel->setVisible(false); |
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uiRootElement->addChild(anyKeyLabel); |
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uiRootElement->addChild(anyKeyLabel); |
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// Create copyright element
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copyrightLabel = new UILabel(); |
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copyrightLabel->setLayerOffset(ANTKEEPER_UI_LAYER_MENU); |
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copyrightLabel->setVisible(false); |
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copyrightLabel->setTintColor(Vector4(1.0f, 1.0f, 1.0f, 0.15f)); |
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uiRootElement->addChild(copyrightLabel); |
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rectangularPaletteImage = new UIImage(); |
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rectangularPaletteImage = new UIImage(); |
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rectangularPaletteImage->setTexture(rectangularPaletteTexture); |
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rectangularPaletteImage->setTexture(rectangularPaletteTexture); |
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rectangularPaletteImage->setVisible(false); |
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rectangularPaletteImage->setVisible(false); |
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@ -1017,13 +1114,52 @@ bool Application::loadUI() |
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pieMenu->getContainer()->setActive(true); |
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pieMenu->getContainer()->setActive(true); |
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// Setup screen fade in/fade out tween
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// Setup screen fade in/fade out tween
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fadeInTween = new Tween<Vector4>(EaseFunction::IN_CUBIC, 0.0f, 2.0f, Vector4(0.0f, 0.0f, 0.0f, 1.0f), Vector4(0.0f, 0.0f, 0.0f, -1.0f)); |
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fadeInTween = new Tween<Vector4>(EaseFunction::IN_QUINT, 0.0f, 2.0f, Vector4(0.0f, 0.0f, 0.0f, 1.0f), Vector4(0.0f, 0.0f, 0.0f, -1.0f)); |
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fadeInTween->setUpdateCallback(std::bind(&UIElement::setTintColor, blackoutImage, std::placeholders::_1)); |
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fadeInTween->setUpdateCallback(std::bind(&UIElement::setTintColor, blackoutImage, std::placeholders::_1)); |
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tweener->addTween(fadeInTween); |
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tweener->addTween(fadeInTween); |
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fadeOutTween = new Tween<Vector4>(EaseFunction::OUT_CUBIC, 0.0f, 2.0f, Vector4(0.0f, 0.0f, 0.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); |
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fadeOutTween = new Tween<Vector4>(EaseFunction::OUT_QUINT, 0.0f, 2.0f, Vector4(0.0f, 0.0f, 0.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); |
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fadeOutTween->setUpdateCallback(std::bind(&UIElement::setTintColor, blackoutImage, std::placeholders::_1)); |
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fadeOutTween->setUpdateCallback(std::bind(&UIElement::setTintColor, blackoutImage, std::placeholders::_1)); |
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tweener->addTween(fadeOutTween); |
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tweener->addTween(fadeOutTween); |
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// Setup darken fade in/fade out tweens
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darkenFadeInTween = new Tween<Vector4>(EaseFunction::OUT_CUBIC, 0.0f, 0.15f, Vector4(0.0f, 0.0f, 0.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 0.4f)); |
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darkenFadeInTween->setStartCallback(std::bind(&UIElement::setVisible, darkenImage, true)); |
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darkenFadeInTween->setUpdateCallback(std::bind(&UIElement::setTintColor, darkenImage, std::placeholders::_1)); |
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tweener->addTween(darkenFadeInTween); |
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darkenFadeOutTween = new Tween<Vector4>(EaseFunction::OUT_CUBIC, 0.0f, 0.15f, Vector4(0.0f, 0.0f, 0.0f, 0.4f), Vector4(0.0f, 0.0f, 0.0f, -0.4f)); |
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darkenFadeOutTween->setUpdateCallback(std::bind(&UIElement::setTintColor, darkenImage, std::placeholders::_1)); |
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darkenFadeOutTween->setEndCallback(std::bind(&UIElement::setVisible, darkenImage, false)); |
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tweener->addTween(darkenFadeOutTween); |
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// Setup blur fade in/fade out tweens
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blurFadeInTween = new Tween<float>(EaseFunction::OUT_CUBIC, 0.0f, 0.15f, 0.0f, 1.0f); |
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blurFadeInTween->setUpdateCallback |
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( |
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[this](float t) |
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{ |
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float factor = blurFadeInTween->getTweenValue(); |
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horizontalBlurPass.setDirection(Vector2(1.0f, 0.0f) * t); |
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horizontalBlurPass2.setDirection(Vector2(3.0f, 0.0f) * t); |
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verticalBlurPass.setDirection(Vector2(0.0f, 1.0f) * t); |
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verticalBlurPass2.setDirection(Vector2(0.0f, 3.0f) * t); |
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} |
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); |
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tweener->addTween(blurFadeInTween); |
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blurFadeOutTween = new Tween<float>(EaseFunction::OUT_CUBIC, 0.0f, 0.15f, 1.0f, -1.0f); |
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blurFadeOutTween->setUpdateCallback |
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( |
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[this](float t) |
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{ |
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float factor = blurFadeInTween->getTweenValue(); |
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horizontalBlurPass.setDirection(Vector2(1.0f, 0.0f) * t); |
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horizontalBlurPass2.setDirection(Vector2(3.0f, 0.0f) * t); |
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verticalBlurPass.setDirection(Vector2(0.0f, 1.0f) * t); |
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verticalBlurPass2.setDirection(Vector2(0.0f, 3.0f) * t); |
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} |
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); |
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tweener->addTween(blurFadeOutTween); |
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// Setup splash screen tween
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// Setup splash screen tween
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splashFadeInTween = new Tween<Vector4>(EaseFunction::IN_CUBIC, 0.0f, 0.5f, Vector4(1.0f, 1.0f, 1.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); |
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splashFadeInTween = new Tween<Vector4>(EaseFunction::IN_CUBIC, 0.0f, 0.5f, Vector4(1.0f, 1.0f, 1.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); |
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splashFadeInTween->setUpdateCallback(std::bind(&UIElement::setTintColor, splashImage, std::placeholders::_1)); |
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splashFadeInTween->setUpdateCallback(std::bind(&UIElement::setTintColor, splashImage, std::placeholders::_1)); |
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@ -1097,6 +1233,9 @@ bool Application::loadUI() |
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mainMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.8f)); |
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mainMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.8f)); |
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mainMenu->getUIContainer()->setLayerOffset(ANTKEEPER_UI_LAYER_MENU); |
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mainMenu->getUIContainer()->setLayerOffset(ANTKEEPER_UI_LAYER_MENU); |
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mainMenu->setLineSpacing(1.0f); |
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mainMenu->setLineSpacing(1.0f); |
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mainMenu->getUIContainer()->setActive(false); |
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mainMenu->getUIContainer()->setVisible(false); |
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uiRootElement->addChild(mainMenu->getUIContainer()); |
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mainMenuContinueItem = mainMenu->addItem(); |
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mainMenuContinueItem = mainMenu->addItem(); |
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mainMenuContinueItem->setActivatedCallback(std::bind(&Application::continueGame, this)); |
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mainMenuContinueItem->setActivatedCallback(std::bind(&Application::continueGame, this)); |
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@ -1122,10 +1261,6 @@ bool Application::loadUI() |
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mainMenuExitItem = mainMenu->addItem(); |
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mainMenuExitItem = mainMenu->addItem(); |
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mainMenuExitItem->setActivatedCallback(std::bind(&Application::close, this, EXIT_SUCCESS)); |
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mainMenuExitItem->setActivatedCallback(std::bind(&Application::close, this, EXIT_SUCCESS)); |
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mainMenu->getUIContainer()->setActive(false); |
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mainMenu->getUIContainer()->setVisible(false); |
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uiRootElement->addChild(mainMenu->getUIContainer()); |
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} |
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} |
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// Levels menu
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// Levels menu
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@ -1454,6 +1589,7 @@ bool Application::loadGame() |
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lens = new Lens(lensModel); |
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lens = new Lens(lensModel); |
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lens->setCameraController(surfaceCam); |
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lens->setCameraController(surfaceCam); |
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lens->setSunDirection(glm::normalize(-sunlightCamera.getTranslation())); |
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brush = new Brush(brushModel); |
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brush = new Brush(brushModel); |
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brush->setCameraController(surfaceCam); |
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brush->setCameraController(surfaceCam); |
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@ -1487,6 +1623,10 @@ void Application::resizeUI() |
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frameTimeLabel->setTranslation(Vector2(0.0f)); |
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frameTimeLabel->setTranslation(Vector2(0.0f)); |
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anyKeyLabel->setAnchor(Vector2(0.5f, 1.0f)); |
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anyKeyLabel->setAnchor(Vector2(0.5f, 1.0f)); |
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anyKeyLabel->setTranslation(Vector2(0.0f, (int)(-resolution.y * (1.0f / 4.0f) - menuFont->getMetrics().getHeight() * 0.5f))); |
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anyKeyLabel->setTranslation(Vector2(0.0f, (int)(-resolution.y * (1.0f / 4.0f) - menuFont->getMetrics().getHeight() * 0.5f))); |
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copyrightLabel->setAnchor(Vector2(0.0f, 1.0f)); |
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copyrightLabel->setTranslation(Vector2(resolution.x, -resolution.y) * 0.02f); |
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rectangularPaletteImage->setAnchor(Vector2(0.0f, 1.0f)); |
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rectangularPaletteImage->setAnchor(Vector2(0.0f, 1.0f)); |
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rectangularPaletteImage->setDimensions(Vector2(rectangularPaletteTexture->getWidth(), rectangularPaletteTexture->getHeight())); |
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rectangularPaletteImage->setDimensions(Vector2(rectangularPaletteTexture->getWidth(), rectangularPaletteTexture->getHeight())); |
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rectangularPaletteImage->setTranslation(Vector2(16.0f, -16.0f)); |
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rectangularPaletteImage->setTranslation(Vector2(16.0f, -16.0f)); |
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@ -1581,6 +1721,7 @@ void Application::restringUI() |
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levelNameLabel->setFont(levelNameFont); |
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levelNameLabel->setFont(levelNameFont); |
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frameTimeLabel->setFont(copyrightFont); |
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frameTimeLabel->setFont(copyrightFont); |
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anyKeyLabel->setFont(menuFont); |
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anyKeyLabel->setFont(menuFont); |
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copyrightLabel->setFont(copyrightFont); |
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mainMenu->setFont(menuFont); |
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mainMenu->setFont(menuFont); |
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levelsMenu->setFont(menuFont); |
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levelsMenu->setFont(menuFont); |
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optionsMenu->setFont(menuFont); |
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optionsMenu->setFont(menuFont); |
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@ -1589,6 +1730,7 @@ void Application::restringUI() |
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// Title screen
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// Title screen
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anyKeyLabel->setText(stringMap["press-any-key"]); |
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anyKeyLabel->setText(stringMap["press-any-key"]); |
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copyrightLabel->setText(stringMap["copyright"]); |
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// Main menu
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// Main menu
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mainMenuContinueItem->setName(stringMap["continue"]); |
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mainMenuContinueItem->setName(stringMap["continue"]); |
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@ -1921,7 +2063,13 @@ void Application::pauseSimulation() |
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{ |
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{ |
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simulationPaused = true; |
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simulationPaused = true; |
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darkenImage->setVisible(true); |
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darkenFadeOutTween->stop(); |
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darkenFadeInTween->reset(); |
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darkenFadeInTween->start(); |
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blurFadeOutTween->stop(); |
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blurFadeInTween->reset(); |
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blurFadeInTween->start(); |
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openMenu(pauseMenu); |
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openMenu(pauseMenu); |
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pauseMenu->select(0); |
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pauseMenu->select(0); |
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@ -1931,7 +2079,13 @@ void Application::unpauseSimulation() |
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{ |
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{ |
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simulationPaused = false; |
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simulationPaused = false; |
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darkenImage->setVisible(false); |
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darkenFadeInTween->stop(); |
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darkenFadeOutTween->reset(); |
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darkenFadeOutTween->start(); |
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blurFadeInTween->stop(); |
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blurFadeOutTween->reset(); |
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blurFadeOutTween->start(); |
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closeMenu(); |
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closeMenu(); |
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} |
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} |
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