/* * 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/credits.hpp" #include "game/states/main-menu.hpp" #include "animation/ease.hpp" #include "animation/animation.hpp" #include "animation/animator.hpp" #include "application.hpp" #include "scene/text.hpp" #include "render/passes/clear-pass.hpp" namespace game { namespace state { namespace credits { void enter(game::context* ctx) { ctx->ui_clear_pass->set_cleared_buffers(true, true, false); // Construct credits text ctx->credits_text = new scene::text(); ctx->credits_text->set_material(&ctx->menu_font_material); ctx->credits_text->set_font(&ctx->menu_font); ctx->credits_text->set_color({1.0f, 1.0f, 1.0f, 0.0f}); ctx->credits_text->set_content((*ctx->strings)["credits"]); // Align credits text const auto& credits_aabb = static_cast&>(ctx->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; ctx->credits_text->set_translation({std::round(-credits_w * 0.5f), std::round(-credits_h * 0.5f), 0.0f}); // 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 = [ctx](int channel, const float& opacity) { ctx->credits_text->set_color({1.0f, 1.0f, 1.0f, opacity}); }; // Build credits fade in animation ctx->credits_fade_in_animation = new animation(); animation_channel* credits_fade_in_opacity_channel = ctx->credits_fade_in_animation->add_channel(0); ctx->credits_fade_in_animation->set_interpolator(ease::in_quad); credits_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f}); credits_fade_in_opacity_channel->insert_keyframe({credits_fade_in_duration, 1.0f}); ctx->credits_fade_in_animation->set_frame_callback(set_credits_opacity); // Build credits scroll in animation ctx->credits_scroll_animation = new animation(); // Trigger credits scroll animation after credits fade in animation ends ctx->credits_fade_in_animation->set_end_callback ( [ctx]() { ctx->credits_scroll_animation->play(); } ); // Add credits animations to animator ctx->animator->add_animation(ctx->credits_fade_in_animation); ctx->animator->add_animation(ctx->credits_scroll_animation); // Start credits fade in animation ctx->credits_fade_in_animation->play(); // Set up credits 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) { if (ctx->credits_text->get_color()[3] > 0.0f) { ctx->input_listener->set_enabled(false); // Change state application::state next_state; next_state.name = "main_menu"; next_state.enter = std::bind(game::state::main_menu::enter, ctx, 2); next_state.exit = std::bind(game::state::main_menu::exit, ctx); ctx->app->change_state(next_state); } } } ); ctx->input_listener->set_enabled(true); ctx->ui_scene->add_object(ctx->credits_text); ctx->credits_text->update_tweens(); } void exit(game::context* ctx) { // Disable credits skipper ctx->input_listener->set_enabled(false); ctx->input_listener->set_callback(nullptr); // Destruct credits text ctx->ui_scene->remove_object(ctx->credits_text); delete ctx->credits_text; ctx->credits_text = nullptr; // Destruct credits animations ctx->animator->remove_animation(ctx->credits_fade_in_animation); ctx->animator->remove_animation(ctx->credits_scroll_animation); delete ctx->credits_fade_in_animation; delete ctx->credits_scroll_animation; ctx->credits_fade_in_animation = nullptr; ctx->credits_scroll_animation = nullptr; ctx->ui_clear_pass->set_cleared_buffers(false, true, false); } } // namespace credits } // namespace state } // namespace game