/* * 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/state/credits.hpp" #include "game/state/extras-menu.hpp" #include "game/context.hpp" #include "animation/ease.hpp" #include "animation/animation.hpp" #include "animation/animator.hpp" #include "application.hpp" #include "scene/text.hpp" #include "debug/logger.hpp" namespace game { namespace state { credits::credits(game::context& ctx): game::state::base(ctx) { ctx.logger->push_task("Entering credits state"); // Construct credits text credits_text.set_material(&ctx.menu_font_material); credits_text.set_font(&ctx.menu_font); credits_text.set_color({1.0f, 1.0f, 1.0f, 0.0f}); credits_text.set_content((*ctx.strings)["credits"]); // Align credits text const auto& credits_aabb = static_cast&>(credits_text.get_local_bounds()); float credits_w = credits_aabb.max_point.x - credits_aabb.min_point.x; float credits_h = credits_aabb.max_point.y - credits_aabb.min_point.y; credits_text.set_translation({std::round(-credits_w * 0.5f), std::round(-credits_h * 0.5f), 0.0f}); credits_text.update_tweens(); // Load animation timing configuration double credits_fade_in_duration = 0.0; double credits_scroll_duration = 0.0; if (ctx.config->contains("credits_fade_in_duration")) credits_fade_in_duration = (*ctx.config)["credits_fade_in_duration"].get(); if (ctx.config->contains("credits_scroll_duration")) credits_scroll_duration = (*ctx.config)["credits_scroll_duration"].get(); auto set_credits_opacity = [this](int channel, const float& opacity) { this->credits_text.set_color({1.0f, 1.0f, 1.0f, opacity}); }; // Build credits fade in animation credits_fade_in_animation.set_interpolator(ease::in_quad); animation_channel* credits_fade_in_opacity_channel = credits_fade_in_animation.add_channel(0); credits_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f}); credits_fade_in_opacity_channel->insert_keyframe({credits_fade_in_duration, 1.0f}); credits_fade_in_animation.set_frame_callback(set_credits_opacity); // Add credits animations to animator ctx.animator->add_animation(&credits_fade_in_animation); // Start credits fade in animation credits_fade_in_animation.play(); // Set up credits skipper ctx.input_listener->set_callback ( [this, &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) { if (this->credits_text.get_color()[3] > 0.0f) { ctx.input_listener->set_enabled(false); // Change state ctx.state_machine.pop(); ctx.state_machine.emplace(new game::state::extras_menu(ctx)); } } } ); ctx.input_listener->set_enabled(true); ctx.ui_scene->add_object(&credits_text); ctx.logger->pop_task(EXIT_SUCCESS); } credits::~credits() { ctx.logger->push_task("Exiting credits state"); // Disable credits skipper ctx.input_listener->set_enabled(false); ctx.input_listener->set_callback(nullptr); // Destruct credits text ctx.ui_scene->remove_object(&credits_text); // Destruct credits animations ctx.animator->remove_animation(&credits_fade_in_animation); ctx.logger->pop_task(EXIT_SUCCESS); } } // namespace state } // namespace game