/* * 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/title.hpp" #include "game/states/main-menu.hpp" #include "animation/screen-transition.hpp" #include "animation/ease.hpp" #include "animation/animation.hpp" #include "animation/animator.hpp" #include "application.hpp" #include "scene/text.hpp" #include "configuration.hpp" #include "render/passes/clear-pass.hpp" namespace game { namespace state { namespace title { void enter(game::context* ctx) { ctx->ui_clear_pass->set_cleared_buffers(true, true, false); // Construct title text ctx->title_text = new scene::text(); ctx->title_text->set_material(&ctx->title_font_material); ctx->title_text->set_font(&ctx->title_font); ctx->title_text->set_color({1.0f, 1.0f, 1.0f, 0.0f}); ctx->title_text->set_content((*ctx->strings)["title_antkeeper"]); // Construct "Press any key" text ctx->title_press_any_key_text = new scene::text(); ctx->title_press_any_key_text->set_material(&ctx->menu_font_material); ctx->title_press_any_key_text->set_font(&ctx->menu_font); ctx->title_press_any_key_text->set_color({1.0f, 1.0f, 1.0f, 0.0f}); ctx->title_press_any_key_text->set_content((*ctx->strings)["title_press_any_key"]); int window_height = std::get<1>(ctx->app->get_viewport_dimensions()); // Align title text const auto& title_aabb = static_cast&>(ctx->title_text->get_local_bounds()); float title_w = title_aabb.max_point.x - title_aabb.min_point.x; float title_h = title_aabb.max_point.y - title_aabb.min_point.y; ctx->title_text->set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f + (window_height / 3) / 2), 0.0f}); // Align "Press any key" text const auto& any_key_aabb = static_cast&>(ctx->title_press_any_key_text->get_local_bounds()); float any_key_w = any_key_aabb.max_point.x - any_key_aabb.min_point.x; float any_key_h = any_key_aabb.max_point.y - any_key_aabb.min_point.y; ctx->title_press_any_key_text->set_translation({std::round(-any_key_w * 0.5f), std::round(-any_key_h * 0.5f - (window_height / 3) / 2), 0.0f}); // Load animation timing configuration double title_fade_in_duration = 0.0; double title_fade_out_duration = 0.0; double title_press_any_key_duration = 0.0; double title_press_any_key_delay = 0.0; if (ctx->config->contains("title_fade_in_duration")) title_fade_in_duration = (*ctx->config)["title_fade_in_duration"].get(); if (ctx->config->contains("title_fade_out_duration")) title_fade_out_duration = (*ctx->config)["title_fade_out_duration"].get(); if (ctx->config->contains("title_press_any_key_duration")) title_press_any_key_duration = (*ctx->config)["title_press_any_key_duration"].get(); if (ctx->config->contains("title_press_any_key_delay")) title_press_any_key_delay = (*ctx->config)["title_press_any_key_delay"].get(); auto set_title_opacity = [ctx](int channel, const float& opacity) { ctx->title_text->set_color({1.0f, 1.0f, 1.0f, opacity}); }; // Build title fade in animation ctx->title_fade_in_animation = new animation(); animation_channel* title_fade_in_opacity_channel = ctx->title_fade_in_animation->add_channel(0); ctx->title_fade_in_animation->set_interpolator(ease::in_quad); title_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f}); title_fade_in_opacity_channel->insert_keyframe({title_fade_in_duration, 1.0f}); title_fade_in_opacity_channel->insert_keyframe({title_fade_in_duration + title_press_any_key_delay, 1.0f}); ctx->title_fade_in_animation->set_frame_callback(set_title_opacity); // Trigger "Press any key" animation after title fade in animation ends ctx->title_fade_in_animation->set_end_callback ( [ctx]() { ctx->title_press_any_key_animation->play(); } ); // Build title fade out animation ctx->title_fade_out_animation = new animation(); animation_channel* title_fade_out_opacity_channel = ctx->title_fade_out_animation->add_channel(0); ctx->title_fade_out_animation->set_interpolator(ease::out_quad); title_fade_out_opacity_channel->insert_keyframe({0.0, 1.0f}); title_fade_out_opacity_channel->insert_keyframe({title_fade_out_duration, 0.0f}); ctx->title_fade_out_animation->set_frame_callback(set_title_opacity); // Trigger a state change when the title fade out animation ends ctx->title_fade_out_animation->set_end_callback ( [ctx]() { application::state next_state; next_state.name = "main_menu"; next_state.enter = std::bind(game::state::main_menu::enter, ctx, 0); next_state.exit = std::bind(game::state::main_menu::exit, ctx); ctx->app->queue_state(next_state); } ); // Build "Press any key" animation ctx->title_press_any_key_animation = new animation(); ctx->title_press_any_key_animation->loop(true); animation_channel* title_press_any_key_opacity_channel = ctx->title_press_any_key_animation->add_channel(0); ctx->title_press_any_key_animation->set_interpolator(math::lerp); title_press_any_key_opacity_channel->insert_keyframe({0.0, 0.0f}); title_press_any_key_opacity_channel->insert_keyframe({title_press_any_key_duration * 0.5, 1.0f}); title_press_any_key_opacity_channel->insert_keyframe({title_press_any_key_duration, 0.0f}); ctx->title_press_any_key_animation->set_frame_callback ( [ctx](int channel, const float& opacity) { ctx->title_press_any_key_text->set_color({1.0f, 1.0f, 1.0f, 0.5f * ease::out_cubic(0.0f, 1.0f, opacity)}); } ); // Add title fade animations to animator ctx->animator->add_animation(ctx->title_fade_in_animation); ctx->animator->add_animation(ctx->title_fade_out_animation); ctx->animator->add_animation(ctx->title_press_any_key_animation); // Start title fade in animation ctx->title_fade_in_animation->play(); // Set up title 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->title_fade_in_animation->is_stopped()) { ctx->title_fade_out_animation->play(); ctx->input_listener->set_enabled(false); } */ if (ctx->title_text->get_color()[3] > 0.0f) { ctx->input_listener->set_enabled(false); // Black out screen ctx->rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f); ctx->rasterizer->clear_framebuffer(true, false, false); ctx->app->swap_buffers(); // Change state application::state next_state; next_state.name = "main_menu"; next_state.enter = std::bind(game::state::main_menu::enter, ctx, 0); 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->title_text); ctx->title_text->update_tweens(); ctx->ui_scene->add_object(ctx->title_press_any_key_text); ctx->title_press_any_key_text->update_tweens(); } void exit(game::context* ctx) { // Remove title text ctx->ui_scene->remove_object(ctx->title_text); ctx->ui_scene->remove_object(ctx->title_press_any_key_text); // Disable title skipper ctx->input_listener->set_enabled(false); ctx->input_listener->set_callback(nullptr); // Destruct title animations ctx->animator->remove_animation(ctx->title_fade_in_animation); ctx->animator->remove_animation(ctx->title_fade_out_animation); ctx->animator->remove_animation(ctx->title_press_any_key_animation); delete ctx->title_fade_in_animation; delete ctx->title_fade_out_animation; delete ctx->title_press_any_key_animation; ctx->title_fade_in_animation = nullptr; ctx->title_fade_out_animation = nullptr; ctx->title_press_any_key_animation = nullptr; ctx->ui_clear_pass->set_cleared_buffers(false, true, false); } } // namespace title } // namespace state } // namespace game