/* * 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 "animation/ease.hpp" #include "animation/screen-transition.hpp" #include "animation/timeline.hpp" #include "application.hpp" #include "debug/logger.hpp" #include "game/game-context.hpp" #include "input/input-listener.hpp" #include "event/input-events.hpp" #include "rasterizer/rasterizer.hpp" #include "game/states/game-states.hpp" #include "renderer/passes/sky-pass.hpp" #include "scene/billboard.hpp" #include "scene/scene.hpp" #include void splash_state_enter(game_context* ctx) { logger* logger = ctx->logger; logger->push_task("Entering splash state"); //ctx->app->set_window_opacity(0.5f); // Disable sky pass ctx->overworld_sky_pass->set_enabled(false); // Add splash billboard to UI scene ctx->ui_scene->add_object(ctx->splash_billboard); // Setup timing const float splash_fade_in_duration = 0.5f; const float splash_hang_duration = 2.0f; const float splash_fade_out_duration = 0.5f; // Start fade in ctx->fade_transition->transition(splash_fade_in_duration, true, ease::in_quad); // Crate fade out function auto fade_out = [ctx, splash_fade_out_duration]() { ctx->fade_transition->transition(splash_fade_out_duration, false, ease::out_quad); }; // Create change state function auto change_state = [ctx]() { ctx->app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)}); }; // Schedule fade out and change state events timeline* timeline = ctx->timeline; float t = timeline->get_position(); timeline::sequence splash_sequence = { {t + splash_fade_in_duration + splash_hang_duration, fade_out}, {t + splash_fade_in_duration + splash_hang_duration + splash_fade_out_duration, change_state} }; timeline->add_sequence(splash_sequence); // Set up splash 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 != game_controller_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(); ctx->app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)}); } } ); ctx->input_listener->set_enabled(true); logger->pop_task(EXIT_SUCCESS); } void splash_state_exit(game_context* ctx) { logger* logger = ctx->logger; logger->push_task("Exiting splash state"); // Disable splash skipper ctx->input_listener->set_enabled(false); ctx->input_listener->set_callback(nullptr); // Remove splash billboard from UI scene ctx->ui_scene->remove_object(ctx->splash_billboard); logger->pop_task(EXIT_SUCCESS); }