/* * 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 . */ #include "game/states/title.hpp" #include "game/states/main-menu.hpp" #include "animation/screen-transition.hpp" #include "animation/ease.hpp" #include "animation/timeline.hpp" #include "application.hpp" #include "scene/text.hpp" #include "configuration.hpp" namespace game { namespace state { namespace title { void enter(game::context* ctx) { // Setup timing const float title_fade_in_duration = 0.5f; const float title_fade_out_duration = 0.5f; // Start fade in ctx->fade_transition->transition(title_fade_in_duration, true, ease::in_quad); // Crate fade out function auto fade_out = [ctx, title_fade_out_duration]() { ctx->fade_transition->transition(title_fade_out_duration, false, ease::out_quad); }; // Create change state function auto change_state = [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->change_state(next_state); }; // Set up title 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) { ctx->timeline->clear(); ctx->fade_transition->get_animation()->stop(); ctx->rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f); ctx->rasterizer->clear_framebuffer(true, false, false); ctx->app->swap_buffers(); 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); // 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, 1.0f}); ctx->title_text->set_content((*ctx->strings)["title"]); ctx->ui_scene->add_object(ctx->title_text); // Construct version string text ctx->title_version_text = new scene::text(); ctx->title_version_text->set_material(&ctx->debug_font_material); ctx->title_version_text->set_font(&ctx->debug_font); ctx->title_version_text->set_color({1.0f, 1.0f, 1.0f, 1.0f}); ctx->title_version_text->set_content(ANTKEEPER_VERSION_STRING); ctx->ui_scene->add_object(ctx->title_version_text); // Align title text const auto& title_aabb = static_cast&>(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), 0.0f}); // Align version string const auto& version_aabb = static_cast&>(ctx->title_version_text->get_local_bounds()); float version_w = version_aabb.max_point.x - version_aabb.min_point.x; float version_h = version_aabb.max_point.y - version_aabb.min_point.y; const float version_padding = 12.0f; auto viewport = ctx->app->get_viewport_dimensions(); ctx->title_version_text->set_translation({viewport[0] * 0.5f - version_w - version_padding, -viewport[1] * 0.5f + version_padding, 0.0f}); } void exit(game::context* ctx) { // Remove and destruct title and version text ctx->ui_scene->remove_object(ctx->title_text); ctx->ui_scene->remove_object(ctx->title_version_text); delete ctx->title_text; delete ctx->title_version_text; ctx->title_text = nullptr; ctx->title_version_text = nullptr; // Disable title skipper ctx->input_listener->set_enabled(false); ctx->input_listener->set_callback(nullptr); } } // namespace title } // namespace state } // namespace game