/* * 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 "../application.hpp" #include "../camera-controller.hpp" #include "../ui/menu.hpp" #include #include TitleState::TitleState(Application* application): ApplicationState(application) {} TitleState::~TitleState() {} void TitleState::enter() { application->backgroundLayer->addObject(&application->bgCamera); application->backgroundLayer->addObject(&application->bgBatch); 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(-30.0f)); application->surfaceCam->setAzimuth(glm::radians(180.0f)); 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); // Dim background application->darkenImage->setVisible(true); // Show title application->titleImage->setVisible(true); // Open main menu application->openMenu(application->mainMenu); // Setup fade-in application->blackoutImage->setVisible(true); application->fadeInTween->start(); } void TitleState::execute() { // Navigate menu if (application->activeMenu != nullptr) { MenuItem* selectedItem = application->activeMenu->getSelectedItem(); if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered()) { if (selectedItem != nullptr) { if (selectedItem->getIndex() < application->activeMenu->getItemCount() - 1) { application->selectMenuItem(selectedItem->getIndex() + 1); } else { application->selectMenuItem(0); } } else { application->selectMenuItem(0); } } else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered()) { if (selectedItem != nullptr) { if (selectedItem->getIndex() > 0) { application->selectMenuItem(selectedItem->getIndex() - 1); } else { application->selectMenuItem(application->activeMenu->getItemCount() - 1); } } else { application->selectMenuItem(application->activeMenu->getItemCount() - 1); } } if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered()) { application->activateMenuItem(); } } if (application->escape.isTriggered()) { application->close(EXIT_SUCCESS); } // Set selector icon position /* float lineHeight = application->menuFont->getMetrics().getHeight(); const UIContainer* container = application->menuContainers[application->currentMenuIndex]; application->menuSelectorLabel->setTranslation( Vector2(container->getPosition().x - application->menuSelectorLabel->getDimensions().x * 1.5f, container->getPosition().y + lineHeight * 0.5f - application->menuSelectorLabel->getDimensions().y * 0.5f + lineHeight * application->selectedMenuItemIndex)); */ } void TitleState::exit() { // Remove input observers application->inputManager->removeWindowObserver(this); // Hide UI application->titleImage->setVisible(false); application->anyKeyLabel->setVisible(false); application->darkenImage->setVisible(false); // Remove clear scene application->backgroundLayer->removeObject(&application->bgCamera); application->backgroundLayer->removeObject(&application->bgBatch); } 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); }