/*
* Copyright (C) 2017 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 "title-state.hpp"
#include "main-menu-state.hpp"
#include "../application.hpp"
#include "../camera-controller.hpp"
#include
#include
const float blankDuration = 0.0f;
const float fadeInDuration = 0.5f;
const float hangDuration = 1.0f;
const float fadeOutDuration = 0.5f;
const float titleDelay = 2.0f;
const float copyrightDelay = 3.0f;
const float pressAnyKeyDelay = 5.0f;
TitleState::TitleState(Application* application):
ApplicationState(application)
{}
TitleState::~TitleState()
{}
void TitleState::enter()
{
// Setup screen fade-in transition
fadeIn = false;
fadeOut = false;
application->backgroundLayer->addObject(&application->bgCamera);
application->backgroundLayer->addObject(&application->bgBatch);
// Title ant hill
application->defaultLayer->addObject(&application->antHillModelInstance);
// Create terrain
application->terrain.create(255, 255, Vector3(50, 20, 50));
application->terrain.getSurfaceModel()->getGroup(0)->material = application->materialLoader->load("data/materials/debug-terrain-surface.mtl");
terrainSurface.setModel(application->terrain.getSurfaceModel());
terrainSurface.setTranslation(Vector3(0, 0, 0));
terrainSubsurface.setModel(application->terrain.getSubsurfaceModel());
terrainSubsurface.setTranslation(Vector3(0, 0, 0));
//application->defaultLayer->addObject(&terrainSurface);
//application->defaultLayer->addObject(&terrainSubsurface);
navmesh = application->terrain.getSurfaceNavmesh();
// Load level
application->loadLevel();
application->inputManager->addWindowObserver(this);
windowResized(application->width, application->height);
// Setup camera controller
application->surfaceCam->setCamera(&application->camera);
application->surfaceCam->setFocalPoint(Vector3(0.0f));
application->surfaceCam->setFocalDistance(50.0f);
application->surfaceCam->setElevation(glm::radians(0.0f));
application->surfaceCam->setAzimuth(glm::radians(0.0f));
application->surfaceCam->setTargetFocalPoint(application->surfaceCam->getFocalPoint());
application->surfaceCam->setTargetFocalDistance(application->surfaceCam->getFocalDistance());
application->surfaceCam->setTargetElevation(application->surfaceCam->getElevation());
application->surfaceCam->setTargetAzimuth(application->surfaceCam->getAzimuth());
application->surfaceCam->update(0.0f);
// Setup fade-in
application->blackoutImage->setVisible(true);
application->fadeInTween->start();
// Start timer
stateTime = 0.0f;
substate = 0;
}
void TitleState::execute()
{
// Add dt to state time
stateTime += application->dt;
if (substate == 0 || substate == 1)
{
if (stateTime >= titleDelay && !application->titleImage->isVisible())
{
application->titleImage->setVisible(true);
application->titleFadeInTween->start();
application->titleScreenInfoContainer->setVisible(true);
application->copyrightFadeInTween->start();
}
if (stateTime >= pressAnyKeyDelay && !application->anyKeyLabel->isVisible())
{
application->anyKeyLabel->setVisible(true);
application->anyKeyFadeInTween->start();
}
}
if (substate == 0 && stateTime >= titleDelay && application->titleFadeInTween->isStopped())
{
substate = 1;
}
// Listen for fade-in skip and "press any key"
if (substate < 2)
{
InputEvent event;
application->inputManager->listen(&event);
if (event.type != InputEvent::Type::NONE)
{
application->menuControlProfile->update();
application->inputManager->update();
// Check if application was closed
if (application->escape.isTriggered())
{
application->close(EXIT_SUCCESS);
return;
}
// Check if fullscreen was toggled
else if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered())
{
application->changeFullscreen();
}
else if (!application->menuCancel.isTriggered())
{
if (substate == 0)
{
// Remove fade-in
substate = 1;
application->fadeInTween->stop();
application->blackoutImage->setTintColor(Vector4(0.0f));
application->blackoutImage->setVisible(false);
application->titleFadeInTween->stop();
application->titleImage->setVisible(true);
application->titleImage->setTintColor(Vector4(1.0f));
application->anyKeyFadeInTween->start();
application->anyKeyLabel->setVisible(true);
application->copyrightFadeInTween->stop();
application->titleScreenInfoContainer->setVisible(true);
application->titleScreenInfoContainer->setTintColor(Vector4(0.0f, 0.0f, 0.0f, 0.5f));
}
else if (substate == 1)
{
// Enter main menu
substate = 2;
application->titleFadeInTween->stop();
application->titleFadeOutTween->start();
application->anyKeyFadeInTween->stop();
application->anyKeyFadeOutTween->stop();
application->anyKeyLabel->setVisible(false);
application->copyrightFadeInTween->stop();
application->copyrightFadeOutTween->start();
application->antHillZoomInTween->start();
application->blackoutImage->setVisible(true);
application->antHillFadeOutTween->start();
}
}
}
}
application->surfaceCam->update(application->dt);
}
void TitleState::exit()
{
application->titleImage->setVisible(false);
application->anyKeyLabel->setVisible(false);
application->titleScreenInfoContainer->setVisible(false);
// Remove objects from scene
application->defaultLayer->removeObject(&application->antHillModelInstance);
application->backgroundLayer->removeObject(&application->bgCamera);
application->backgroundLayer->removeObject(&application->bgBatch);
application->inputManager->removeWindowObserver(this);
}
void TitleState::windowClosed()
{
application->close(EXIT_SUCCESS);
}
void TitleState::windowResized(int width, int height)
{
// Update application dimensions
application->width = width;
application->height = height;
if (application->fullscreen)
{
application->fullscreenWidth = width;
application->fullscreenHeight = height;
}
else
{
application->windowedWidth = width;
application->windowedHeight = height;
}
// Setup default render target
application->defaultRenderTarget.width = application->width;
application->defaultRenderTarget.height = application->height;
// Resize UI
application->resizeUI();
// 3D camera
application->camera.setPerspective(
glm::radians(25.0f),
(float)application->width / (float)application->height,
0.1f,
1000.0f);
}