/* * 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/state/nest-selection.hpp" #include "game/state/pause-menu.hpp" #include "entity/archetype.hpp" #include "game/system/camera.hpp" #include "game/system/astronomy.hpp" #include "game/system/atmosphere.hpp" #include "game/system/collision.hpp" #include "game/component/locomotion.hpp" #include "game/component/transform.hpp" #include "game/component/terrain.hpp" #include "game/component/camera.hpp" #include "game/component/model.hpp" #include "game/component/constraint/constraint.hpp" #include "game/component/constraint-stack.hpp" #include "game/component/steering.hpp" #include "game/component/picking.hpp" #include "game/component/spring.hpp" #include "game/controls.hpp" #include "entity/commands.hpp" #include "animation/screen-transition.hpp" #include "animation/ease.hpp" #include "resources/resource-manager.hpp" #include "game/world.hpp" #include "application.hpp" #include "render/passes/clear-pass.hpp" #include "render/passes/ground-pass.hpp" #include "state-machine.hpp" #include "config.hpp" #include "math/interpolation.hpp" #include "physics/light/exposure.hpp" #include "application.hpp" #include "input/mouse.hpp" #include "math/projection.hpp" #include "game/ant/morphogenesis.hpp" #include "game/ant/phenome.hpp" #include "game/ant/genome.hpp" #include "game/ant/cladogenesis.hpp" #include "game/spawn.hpp" using namespace game::ant; namespace game { namespace state { nest_selection::nest_selection(game::context& ctx): game::state::base(ctx) { debug::log::trace("Entering nest selection state..."); debug::log::trace("Generating genome..."); std::random_device rng; ant::genome* genome = ant::cladogenesis(ctx.active_ecoregion->gene_pools[0], rng); debug::log::trace("Generated genome"); debug::log::trace("Building worker phenome..."); ant::phenome worker_phenome = ant::phenome(*genome, ant::caste::worker); debug::log::trace("Built worker phenome..."); debug::log::trace("Generating worker model..."); render::model* worker_model = ant::morphogenesis(worker_phenome); debug::log::trace("Generated worker model"); // Create worker entity(s) entity::id worker_eid = ctx.entity_registry->create(); component::transform worker_transform_component; worker_transform_component.local = math::transform::identity; worker_transform_component.local.translation = {0, 0, -20}; worker_transform_component.world = worker_transform_component.local; worker_transform_component.warp = true; ctx.entity_registry->emplace(worker_eid, worker_transform_component); component::model worker_model_component; worker_model_component.render_model = worker_model; worker_model_component.instance_count = 0; worker_model_component.layers = ~0; ctx.entity_registry->emplace(worker_eid, worker_model_component); // Disable UI color clear ctx.ui_clear_pass->set_cleared_buffers(false, true, false); // Create world if not yet created if (ctx.entities.find("earth") == ctx.entities.end()) { // Create cosmos game::world::cosmogenesis(ctx); // Create observer game::world::create_observer(ctx); } // Init time scale double time_scale = 60.0; // Set time scale game::world::set_time_scale(ctx, time_scale); // Setup and enable sky and ground passes ctx.sky_pass->set_enabled(true); ctx.ground_pass->set_enabled(true); // Switch to surface camera ctx.underground_camera->set_active(false); ctx.surface_camera->set_active(true); // Set camera exposure const float ev100_sunny16 = physics::light::ev::from_settings(16.0f, 1.0f / 100.0f, 100.0f); ctx.surface_camera->set_exposure(ev100_sunny16); const auto& viewport_size = ctx.app->get_viewport_size(); const float aspect_ratio = static_cast(viewport_size[0]) / static_cast(viewport_size[1]); // Init first person camera rig parameters first_person_camera_rig_translation_spring_angular_frequency = period_to_rads(0.125f); first_person_camera_rig_rotation_spring_angular_frequency = period_to_rads(0.125f); first_person_camera_rig_fov_spring_angular_frequency = period_to_rads(0.125f); first_person_camera_rig_min_elevation = 0.25f; first_person_camera_rig_max_elevation = 150.0f; first_person_camera_near_fov = math::vertical_fov(math::radians(100.0f), aspect_ratio); first_person_camera_far_fov = math::vertical_fov(math::radians(60.0f), aspect_ratio); first_person_camera_near_speed = 5.0f; first_person_camera_far_speed = 140.0f; first_person_camera_rig_pedestal_speed = 2.0f; first_person_camera_rig_pedestal = 0.0f; // Create first person camera rig create_first_person_camera_rig(); // Satisfy first person camera rig constraints satisfy_first_person_camera_rig_constraints(); // auto color_checker_archetype = ctx.resource_manager->load("color-checker.ent"); // color_checker_archetype->create(*ctx.entity_registry); // auto ruler_archetype = ctx.resource_manager->load("ruler-10cm.ent"); // ruler_archetype->create(*ctx.entity_registry); auto yucca_archetype = ctx.resource_manager->load("yucca-plant-l.ent"); auto yucca_eid = yucca_archetype->create(*ctx.entity_registry); entity::command::warp_to(*ctx.entity_registry, yucca_eid, {0, 4, 30}); yucca_archetype = ctx.resource_manager->load("yucca-plant-m.ent"); yucca_eid = yucca_archetype->create(*ctx.entity_registry); entity::command::warp_to(*ctx.entity_registry, yucca_eid, {400, 0, 200}); yucca_archetype = ctx.resource_manager->load("yucca-plant-s.ent"); yucca_eid = yucca_archetype->create(*ctx.entity_registry); entity::command::warp_to(*ctx.entity_registry, yucca_eid, {-300, 3, -300}); auto cactus_plant_archetype = ctx.resource_manager->load("barrel-cactus-plant-l.ent"); auto cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry); entity::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {-100, 0, -200}); cactus_plant_archetype = ctx.resource_manager->load("barrel-cactus-plant-m.ent"); cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry); entity::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {100, -2, -70}); cactus_plant_archetype = ctx.resource_manager->load("barrel-cactus-plant-s.ent"); cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry); entity::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {50, 2, 80}); auto cactus_seed_archetype = ctx.resource_manager->load("barrel-cactus-seed.ent"); auto cactus_seed_eid = cactus_seed_archetype->create(*ctx.entity_registry); entity::command::warp_to(*ctx.entity_registry, cactus_seed_eid, {10, 5, 10}); // Queue control setup ctx.function_queue.push(std::bind(&nest_selection::enable_controls, this)); debug::log::trace("Entered nest selection state"); } nest_selection::~nest_selection() { debug::log::trace("Exiting nest selection state..."); destroy_first_person_camera_rig(); debug::log::trace("Exited nest selection state"); } void nest_selection::create_first_person_camera_rig() { // Construct first person camera rig spring rotation constraint component::constraint::spring_rotation first_person_camera_rig_spring_rotation; first_person_camera_rig_spring_rotation.spring = { {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.0f, first_person_camera_rig_rotation_spring_angular_frequency }; component::constraint_stack_node first_person_camera_rig_spring_rotation_node; first_person_camera_rig_spring_rotation_node.active = true; first_person_camera_rig_spring_rotation_node.weight = 1.0f; first_person_camera_rig_spring_rotation_node.next = entt::null; first_person_camera_rig_spring_rotation_eid = ctx.entity_registry->create(); ctx.entity_registry->emplace(first_person_camera_rig_spring_rotation_eid, first_person_camera_rig_spring_rotation); ctx.entity_registry->emplace(first_person_camera_rig_spring_rotation_eid, first_person_camera_rig_spring_rotation_node); // Construct first person camera rig spring translation constraint component::constraint::spring_translation first_person_camera_rig_spring_translation; first_person_camera_rig_spring_translation.spring = { {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.0f, first_person_camera_rig_translation_spring_angular_frequency }; component::constraint_stack_node first_person_camera_rig_spring_translation_node; first_person_camera_rig_spring_translation_node.active = true; first_person_camera_rig_spring_translation_node.weight = 1.0f; first_person_camera_rig_spring_translation_node.next = first_person_camera_rig_spring_rotation_eid; first_person_camera_rig_spring_translation_eid = ctx.entity_registry->create(); ctx.entity_registry->emplace(first_person_camera_rig_spring_translation_eid, first_person_camera_rig_spring_translation); ctx.entity_registry->emplace(first_person_camera_rig_spring_translation_eid, first_person_camera_rig_spring_translation_node); // Construct first person camera rig constraint stack component::constraint_stack first_person_camera_rig_constraint_stack; first_person_camera_rig_constraint_stack.priority = 2; first_person_camera_rig_constraint_stack.head = first_person_camera_rig_spring_translation_eid; // Construct first person camera rig transform component component::transform first_person_camera_rig_transform; first_person_camera_rig_transform.local = math::transform::identity; first_person_camera_rig_transform.world = first_person_camera_rig_transform.local; first_person_camera_rig_transform.warp = true; // Construct first person camera rig camera component component::camera first_person_camera_rig_camera; first_person_camera_rig_camera.object = ctx.surface_camera; // Construct first person camera rig entity first_person_camera_rig_eid = ctx.entity_registry->create(); ctx.entity_registry->emplace(first_person_camera_rig_eid, first_person_camera_rig_camera); ctx.entity_registry->emplace(first_person_camera_rig_eid, first_person_camera_rig_transform); ctx.entity_registry->emplace(first_person_camera_rig_eid, first_person_camera_rig_constraint_stack); // Construct first person camera rig fov spring component::spring1 first_person_camera_rig_fov_spring; first_person_camera_rig_fov_spring.spring = { 0.0f, 0.0f, 0.0f, 1.0f, first_person_camera_rig_fov_spring_angular_frequency }; first_person_camera_rig_fov_spring.callback = [&](float fov) { ctx.surface_camera->set_perspective(fov, ctx.surface_camera->get_aspect_ratio(), ctx.surface_camera->get_clip_near(), ctx.surface_camera->get_clip_far()); }; // Construct first person camera rig fov spring entity first_person_camera_rig_fov_spring_eid = ctx.entity_registry->create(); ctx.entity_registry->emplace(first_person_camera_rig_fov_spring_eid, first_person_camera_rig_fov_spring); set_first_person_camera_rig_pedestal(first_person_camera_rig_pedestal); } void nest_selection::destroy_first_person_camera_rig() { ctx.entity_registry->destroy(first_person_camera_rig_eid); ctx.entity_registry->destroy(first_person_camera_rig_spring_translation_eid); ctx.entity_registry->destroy(first_person_camera_rig_spring_rotation_eid); ctx.entity_registry->destroy(first_person_camera_rig_fov_spring_eid); } void nest_selection::set_first_person_camera_rig_pedestal(float pedestal) { first_person_camera_rig_pedestal = pedestal; const float elevation = math::log_lerp(first_person_camera_rig_min_elevation, first_person_camera_rig_max_elevation, first_person_camera_rig_pedestal); const float fov = math::log_lerp(first_person_camera_near_fov, first_person_camera_far_fov, first_person_camera_rig_pedestal); ctx.entity_registry->patch ( first_person_camera_rig_spring_translation_eid, [&](auto& component) { component.spring.x1[1] = elevation; } ); ctx.entity_registry->patch ( first_person_camera_rig_fov_spring_eid, [&](auto& component) { component.spring.x1 = fov; } ); } void nest_selection::move_first_person_camera_rig(const float2& direction, float factor) { const float speed = math::log_lerp(first_person_camera_near_speed, first_person_camera_far_speed, first_person_camera_rig_pedestal) * factor; const component::constraint::spring_rotation& first_person_camera_rig_spring_rotation = ctx.entity_registry->get(first_person_camera_rig_spring_rotation_eid); const math::quaternion yaw_rotation = math::angle_axis(first_person_camera_rig_spring_rotation.spring.x0[0], float3{0.0f, 1.0f, 0.0f}); const float3 rotated_direction = math::normalize(yaw_rotation * float3{direction[0], 0.0f, direction[1]}); const float3 velocity = rotated_direction * speed; ctx.entity_registry->patch ( first_person_camera_rig_spring_translation_eid, [&](auto& component) { component.spring.x1 += velocity * static_cast(ctx.loop.get_update_period()); } ); } void nest_selection::satisfy_first_person_camera_rig_constraints() { // Satisfy first person camera rig spring translation constraint ctx.entity_registry->patch ( first_person_camera_rig_spring_translation_eid, [&](auto& component) { component.spring.x0 = component.spring.x1; component.spring.v *= 0.0f; } ); // Satisfy first person camera rig spring rotation constraint ctx.entity_registry->patch ( first_person_camera_rig_spring_rotation_eid, [&](auto& component) { component.spring.x0 = component.spring.x1; component.spring.v *= 0.0f; } ); // Satisfy first person camera rig fov spring ctx.entity_registry->patch ( first_person_camera_rig_fov_spring_eid, [&](auto& component) { component.spring.x0 = component.spring.x1; component.spring.v *= 0.0f; } ); } void nest_selection::enable_controls() { /* // Reset mouse look mouse_look = false; double time_scale = 0.0; double ff_time_scale = 60.0 * 200.0; // Init control settings float mouse_tilt_sensitivity = 1.0f; float mouse_pan_sensitivity = 1.0f; bool mouse_invert_tilt = false; bool mouse_invert_pan = false; bool mouse_look_toggle = false; float gamepad_tilt_sensitivity = 1.0f; float gamepad_pan_sensitivity = 1.0f; bool gamepad_invert_tilt = false; bool gamepad_invert_pan = false; // Read control settings if (ctx.config->contains("mouse_tilt_sensitivity")) mouse_tilt_sensitivity = math::radians((*ctx.config)["mouse_tilt_sensitivity"].get()); if (ctx.config->contains("mouse_pan_sensitivity")) mouse_pan_sensitivity = math::radians((*ctx.config)["mouse_pan_sensitivity"].get()); if (ctx.config->contains("mouse_invert_tilt")) mouse_invert_tilt = (*ctx.config)["mouse_invert_tilt"].get(); if (ctx.config->contains("mouse_invert_pan")) mouse_invert_pan = (*ctx.config)["mouse_invert_pan"].get(); if (ctx.config->contains("mouse_look_toggle")) mouse_look_toggle = (*ctx.config)["mouse_look_toggle"].get(); if (ctx.config->contains("gamepad_tilt_sensitivity")) gamepad_tilt_sensitivity = math::radians((*ctx.config)["gamepad_tilt_sensitivity"].get()); if (ctx.config->contains("gamepad_pan_sensitivity")) gamepad_pan_sensitivity = math::radians((*ctx.config)["gamepad_pan_sensitivity"].get()); if (ctx.config->contains("gamepad_invert_tilt")) gamepad_invert_tilt = (*ctx.config)["gamepad_invert_tilt"].get(); if (ctx.config->contains("gamepad_invert_pan")) gamepad_invert_pan = (*ctx.config)["gamepad_invert_pan"].get(); // Determine tilt and pan factors according to sensitivity and inversion const float mouse_tilt_factor = mouse_tilt_sensitivity * (mouse_invert_tilt ? -1.0f : 1.0f); const float mouse_pan_factor = mouse_pan_sensitivity * (mouse_invert_pan ? -1.0f : 1.0f); const float gamepad_tilt_factor = gamepad_tilt_sensitivity * (gamepad_invert_tilt ? -1.0f : 1.0f); const float gamepad_pan_factor = gamepad_pan_sensitivity * (gamepad_invert_pan ? -1.0f : 1.0f); // Mouse look control ctx.controls["mouse_look"]->set_activated_callback ( [&, mouse_look_toggle]() { if (mouse_look_toggle) mouse_look = !mouse_look; else mouse_look = true; ctx.app->set_relative_mouse_mode(mouse_look); } ); ctx.controls["mouse_look"]->set_deactivated_callback ( [&, mouse_look_toggle]() { if (!mouse_look_toggle && mouse_look) { mouse_look = false; ctx.app->set_relative_mouse_mode(false); } } ); // Look right control ctx.controls["look_right_mouse"]->set_active_callback ( [&, mouse_pan_factor](float value) { if (!mouse_look) return; ctx.entity_registry->patch ( first_person_camera_rig_spring_rotation_eid, [&, mouse_pan_factor](auto& component) { component.spring.x1[0] -= mouse_pan_factor * value; } ); } ); ctx.controls["look_right_gamepad"]->set_active_callback ( [&, gamepad_pan_factor](float value) { ctx.entity_registry->patch ( first_person_camera_rig_spring_rotation_eid, [&, gamepad_pan_factor](auto& component) { component.spring.x1[0] -= gamepad_pan_factor * value * static_cast(ctx.loop.get_update_period()); } ); } ); // Look left control ctx.controls["look_left_mouse"]->set_active_callback ( [&, mouse_pan_factor](float value) { if (!mouse_look) return; ctx.entity_registry->patch ( first_person_camera_rig_spring_rotation_eid, [&, mouse_pan_factor](auto& component) { component.spring.x1[0] += mouse_pan_factor * value; } ); } ); ctx.controls["look_left_gamepad"]->set_active_callback ( [&, gamepad_pan_factor](float value) { ctx.entity_registry->patch ( first_person_camera_rig_spring_rotation_eid, [&, gamepad_pan_factor](auto& component) { component.spring.x1[0] += gamepad_pan_factor * value * static_cast(ctx.loop.get_update_period()); } ); } ); // Look up control ctx.controls["look_up_mouse"]->set_active_callback ( [&, mouse_tilt_factor](float value) { if (!mouse_look) return; ctx.entity_registry->patch ( first_person_camera_rig_spring_rotation_eid, [&, mouse_tilt_factor](auto& component) { component.spring.x1[1] -= mouse_tilt_factor * value; component.spring.x1[1] = std::max(-math::half_pi, component.spring.x1[1]); } ); } ); ctx.controls["look_up_gamepad"]->set_active_callback ( [&, gamepad_tilt_factor](float value) { ctx.entity_registry->patch ( first_person_camera_rig_spring_rotation_eid, [&, gamepad_tilt_factor](auto& component) { component.spring.x1[1] -= gamepad_tilt_factor * value * static_cast(ctx.loop.get_update_period()); component.spring.x1[1] = std::max(-math::half_pi, component.spring.x1[1]); } ); } ); // Look down control ctx.controls["look_down_mouse"]->set_active_callback ( [&, mouse_tilt_factor](float value) { if (!mouse_look) return; ctx.entity_registry->patch ( first_person_camera_rig_spring_rotation_eid, [&, mouse_tilt_factor](auto& component) { component.spring.x1[1] += mouse_tilt_factor * value; component.spring.x1[1] = std::min(math::half_pi, component.spring.x1[1]); } ); } ); ctx.controls["look_down_gamepad"]->set_active_callback ( [&, gamepad_tilt_factor](float value) { ctx.entity_registry->patch ( first_person_camera_rig_spring_rotation_eid, [&, gamepad_tilt_factor](auto& component) { component.spring.x1[1] += gamepad_tilt_factor * value * static_cast(ctx.loop.get_update_period()); component.spring.x1[1] = std::min(math::half_pi, component.spring.x1[1]); } ); } ); // Pedestal up control ctx.controls["move_up"]->set_active_callback ( [&](float value) { set_first_person_camera_rig_pedestal(std::min(1.0f, first_person_camera_rig_pedestal + first_person_camera_rig_pedestal_speed * static_cast(ctx.loop.get_update_period()))); } ); // Pedestal down control ctx.controls["move_down"]->set_active_callback ( [&](float value) { set_first_person_camera_rig_pedestal(std::max(0.0f, first_person_camera_rig_pedestal - first_person_camera_rig_pedestal_speed * static_cast(ctx.loop.get_update_period()))); } ); // Mouse select control ctx.controls["select_mouse"]->set_activated_callback ( [&]() { } ); // Move forward control ctx.controls["move_forward"]->set_active_callback ( [&](float value) { move_first_person_camera_rig({0, -1}, value); } ); // Move back control ctx.controls["move_back"]->set_active_callback ( [&](float value) { move_first_person_camera_rig({0, 1}, value); } ); // Move right control ctx.controls["move_right"]->set_active_callback ( [&](float value) { move_first_person_camera_rig({1, 0}, value); } ); // Move left control ctx.controls["move_left"]->set_active_callback ( [&](float value) { move_first_person_camera_rig({-1, 0}, value); } ); // Action control ctx.controls["action"]->set_activated_callback ( [&]() { } ); // Fast-forward ctx.controls["fast_forward"]->set_activated_callback ( [&ctx = this->ctx, ff_time_scale]() { game::world::set_time_scale(ctx, ff_time_scale); } ); ctx.controls["fast_forward"]->set_deactivated_callback ( [&ctx = this->ctx, time_scale]() { game::world::set_time_scale(ctx, time_scale); } ); ctx.controls["rewind"]->set_activated_callback ( [&ctx = this->ctx, ff_time_scale]() { game::world::set_time_scale(ctx, -ff_time_scale); } ); ctx.controls["rewind"]->set_deactivated_callback ( [&ctx = this->ctx, time_scale]() { game::world::set_time_scale(ctx, time_scale); } ); // Setup pause control ctx.controls["pause"]->set_activated_callback ( [this, &ctx = this->ctx]() { // Disable controls this->disable_controls(); // Set resume callback ctx.resume_callback = [this, &ctx]() { this->enable_controls(); ctx.resume_callback = nullptr; }; // Push pause menu state ctx.state_machine.emplace(new game::state::pause_menu(ctx)); } ); ctx.controls["increase_exposure"]->set_active_callback ( [&ctx = this->ctx](float) { //ctx.astronomy_system->set_exposure_offset(ctx.astronomy_system->get_exposure_offset() - 1.0f); ctx.surface_camera->set_exposure(ctx.surface_camera->get_exposure() + 2.0f * static_cast(ctx.loop.get_update_period())); debug::log::info("EV100: " + std::to_string(ctx.surface_camera->get_exposure())); } ); ctx.controls["decrease_exposure"]->set_active_callback ( [&ctx = this->ctx](float) { //ctx.astronomy_system->set_exposure_offset(ctx.astronomy_system->get_exposure_offset() + 1.0f); ctx.surface_camera->set_exposure(ctx.surface_camera->get_exposure() - 2.0f * static_cast(ctx.loop.get_update_period())); debug::log::info("EV100: " + std::to_string(ctx.surface_camera->get_exposure())); } ); */ } void nest_selection::disable_controls() { /* if (mouse_look) { mouse_look = false; ctx.app->set_relative_mouse_mode(false); } ctx.controls["mouse_look"]->set_activated_callback(nullptr); ctx.controls["mouse_look"]->set_deactivated_callback(nullptr); ctx.controls["look_right_mouse"]->set_active_callback(nullptr); ctx.controls["look_right_gamepad"]->set_active_callback(nullptr); ctx.controls["look_left_mouse"]->set_active_callback(nullptr); ctx.controls["look_left_gamepad"]->set_active_callback(nullptr); ctx.controls["look_up_mouse"]->set_active_callback(nullptr); ctx.controls["look_up_gamepad"]->set_active_callback(nullptr); ctx.controls["look_down_mouse"]->set_active_callback(nullptr); ctx.controls["look_down_gamepad"]->set_active_callback(nullptr); ctx.controls["move_up"]->set_active_callback(nullptr); ctx.controls["move_down"]->set_active_callback(nullptr); ctx.controls["select_mouse"]->set_activated_callback(nullptr); ctx.controls["move_forward"]->set_active_callback(nullptr); ctx.controls["move_back"]->set_active_callback(nullptr); ctx.controls["move_right"]->set_active_callback(nullptr); ctx.controls["move_left"]->set_active_callback(nullptr); ctx.controls["action"]->set_activated_callback(nullptr); ctx.controls["fast_forward"]->set_activated_callback(nullptr); ctx.controls["fast_forward"]->set_deactivated_callback(nullptr); ctx.controls["rewind"]->set_activated_callback(nullptr); ctx.controls["rewind"]->set_deactivated_callback(nullptr); ctx.controls["pause"]->set_activated_callback(nullptr); ctx.controls["increase_exposure"]->set_active_callback(nullptr); ctx.controls["decrease_exposure"]->set_active_callback(nullptr); */ } } // namespace state } // namespace game