/*
* 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 .
*/
#include "game/states/splash-state.hpp"
#include "game/game.hpp"
#include "game/states/main-menu-state.hpp"
#include
#include
#include
#include
#include
#include
#include
#include
#include
splash_state::splash_state(::game& ctx):
game_state(ctx)
{
debug::log_trace("Entering splash state...");
const math::fvec2 viewport_size = math::fvec2(ctx.window->get_viewport_size());
const math::fvec2 viewport_center = viewport_size * 0.5f;
// Load splash texture
auto splash_texture = ctx.resource_manager->load("splash.tex");
// Get splash texture dimensions
const auto& splash_dimensions = splash_texture->get_image_view()->get_image()->get_dimensions();
// Construct splash billboard material
splash_billboard_material = std::make_shared();
splash_billboard_material->set_blend_mode(render::material_blend_mode::translucent);
splash_billboard_material->set_shader_template(ctx.resource_manager->load("ui-element-textured.glsl"));
splash_billboard_material->set_variable("background", std::make_shared(1, splash_texture));
auto splash_tint = std::make_shared(1, math::fvec4{1, 1, 1, 0});
splash_billboard_material->set_variable("tint", splash_tint);
// Construct splash billboard
splash_billboard.set_material(splash_billboard_material);
splash_billboard.set_scale({static_cast(splash_dimensions[0]) * 0.5f, static_cast(splash_dimensions[1]) * 0.5f, 1.0f});
splash_billboard.set_translation({std::round(viewport_center.x()), std::round(viewport_center.y()), 0.0f});
// Add splash billboard to UI scene
ctx.ui_scene->add_object(splash_billboard);
// Load animation timing configuration
const float splash_fade_in_duration = 0.5;
const float splash_duration = 2.0;
const float splash_fade_out_duration = 0.5;
// Construct splash fade in animation
splash_fade_in_animation.set_interpolator(ease::out_cubic);
animation_channel* splash_fade_in_opacity_channel = splash_fade_in_animation.add_channel(0);
splash_fade_in_opacity_channel->insert_keyframe({0.0f, 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::out_cubic);
animation_channel* splash_fade_out_opacity_channel = splash_fade_out_animation.add_channel(0);
splash_fade_out_opacity_channel->insert_keyframe({0.0f, 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(math::fvec4{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(std::make_unique(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();
// Setup window resized callback
window_resized_subscription = ctx.window->get_resized_channel().subscribe
(
[&](const auto& event)
{
const math::fvec2 viewport_size = math::fvec2(event.window->get_viewport_size());
const math::fvec2 viewport_center = viewport_size * 0.5f;
splash_billboard.set_translation({std::round(viewport_center.x()), std::round(viewport_center.y()), 0.0f});
}
);
// Construct splash skip function
auto skip = [&](const auto& event)
{
ctx.function_queue.emplace
(
[&]()
{
// Black out screen
ctx.window->get_graphics_pipeline().clear_attachments(gl::color_clear_bit, {{0.0f, 0.0f, 0.0f, 0.0f}});
ctx.window->swap_buffers();
// Change to main menu state
ctx.state_machine.pop();
ctx.state_machine.emplace(std::make_unique(ctx, true));
}
);
};
// Set up splash skippers
input_mapped_subscriptions.emplace_back
(
ctx.input_mapper.get_gamepad_button_mapped_channel().subscribe
(
skip
)
);
input_mapped_subscriptions.emplace_back
(
ctx.input_mapper.get_key_mapped_channel().subscribe
(
skip
)
);
input_mapped_subscriptions.emplace_back
(
ctx.input_mapper.get_mouse_button_mapped_channel().subscribe
(
skip
)
);
// Enable splash skippers next frame
ctx.function_queue.push
(
[&]()
{
ctx.input_mapper.connect(ctx.input_manager->get_event_dispatcher());
}
);
debug::log_trace("Entered splash state");
}
splash_state::~splash_state()
{
debug::log_trace("Exiting splash state...");
// Disable splash skippers
ctx.input_mapper.disconnect();
input_mapped_subscriptions.clear();
// 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);
debug::log_trace("Exited splash state");
}