💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "game/states/main-menu-state.hpp"
#include <engine/animation/animation.hpp>
#include <engine/animation/animator.hpp>
#include <engine/animation/ease.hpp>
#include <engine/animation/screen-transition.hpp>
#include <engine/config.hpp>
#include "game/components/steering-component.hpp"
#include "game/components/transform-component.hpp"
#include "game/controls.hpp"
#include "game/ecoregion.hpp"
#include "game/menu.hpp"
#include "game/states/collection-menu-state.hpp"
#include "game/states/extras-menu-state.hpp"
#include "game/states/nuptial-flight-state.hpp"
#include "game/states/nest-selection-state.hpp"
#include "game/states/nest-view-state.hpp"
#include "game/states/options-menu-state.hpp"
#include "game/states/experiments/treadmill-experiment-state.hpp"
#include "game/strings.hpp"
#include "game/world.hpp"
#include <engine/math/vector.hpp>
#include <engine/math/projection.hpp>
#include <engine/physics/light/exposure.hpp>
#include <engine/render/model.hpp>
#include <engine/render/passes/sky-pass.hpp>
#include <engine/resources/resource-manager.hpp>
#include <engine/utility/hash/fnv1a.hpp>
#include <format>
#include <limits>
main_menu_state::main_menu_state(::game& ctx, bool fade_in):
game_state(ctx)
{
debug::log_trace("Entering main menu state...");
const math::fvec2 viewport_size = math::fvec2(ctx.window->get_viewport_size());
const math::fvec2 viewport_center = viewport_size * 0.5f;
// Construct title text
title_text = std::make_unique<scene::text>();
title_text->set_material(ctx.title_font_material);
title_text->set_color({1.0f, 1.0f, 1.0f, (fade_in) ? 1.0f : 0.0f});
title_text->set_font(&ctx.title_font);
title_text->set_content(get_string(ctx, "title_antkeeper"));
const auto& title_aabb = title_text->get_bounds();
float title_w = title_aabb.max.x() - title_aabb.min.x();
float title_h = title_aabb.max.y() - title_aabb.min.y();
title_text->set_translation({std::round(viewport_center.x() - title_w * 0.5f), std::round(viewport_center.y() - title_h * 0.5f + (viewport_size.y() / 3.0f) / 2.0f), 0.0f});
// Add text to UI
ctx.ui_scene->add_object(*title_text);
// Construct title fade animation
title_fade_animation.set_interpolator(ease<float>::out_cubic);
animation_channel<float>* opacity_channel = title_fade_animation.add_channel(0);
title_fade_animation.set_frame_callback
(
[this, &ctx](int channel, const float& opacity)
{
math::fvec4 color = this->title_text->get_color();
color[3] = opacity;
this->title_text->set_color(color);
}
);
ctx.animator->add_animation(&title_fade_animation);
// Construct menu item texts
start_text = std::make_unique<scene::text>();
options_text = std::make_unique<scene::text>();
extras_text = std::make_unique<scene::text>();
quit_text = std::make_unique<scene::text>();
// Build list of menu item texts
ctx.menu_item_texts.push_back({start_text.get(), nullptr});
ctx.menu_item_texts.push_back({options_text.get(), nullptr});
ctx.menu_item_texts.push_back({extras_text.get(), nullptr});
ctx.menu_item_texts.push_back({quit_text.get(), nullptr});
// Set content of menu item texts
start_text->set_content(get_string(ctx, "main_menu_start"));
options_text->set_content(get_string(ctx, "main_menu_options"));
extras_text->set_content(get_string(ctx, "main_menu_extras"));
quit_text->set_content(get_string(ctx, "main_menu_quit"));
// Init menu item index
::menu::init_menu_item_index(ctx, "main");
::menu::update_text_color(ctx);
::menu::update_text_font(ctx);
::menu::align_text(ctx, true, false, (-viewport_size.y() / 3.0f) / 2.0f);
::menu::add_text_to_ui(ctx);
::menu::setup_animations(ctx);
auto select_start_callback = [this, &ctx]()
{
// Disable menu controls
ctx.function_queue.push(std::bind(::disable_menu_controls, std::ref(ctx)));
// Create change state function
auto change_state = [&ctx]()
{
// Queue change to nuptial state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
// ctx.state_machine.emplace(std::make_unique<nuptial_flight_state>(ctx));
// ctx.state_machine.emplace(std::make_unique<collection_menu_state>(ctx));
// ctx.state_machine.emplace(std::make_unique<nest_selection_state>(ctx));
// ctx.state_machine.emplace(std::make_unique<nest_view_state>(ctx));
ctx.state_machine.emplace(std::make_unique<treadmill_experiment_state>(ctx));
}
);
};
// Fade out title
this->fade_out_title();
// Fade out menu
::menu::fade_out(ctx, nullptr);
// Start fade out to white
//ctx.fade_transition_color->set_value({1, 1, 1});
ctx.fade_transition_color->set({0, 0, 0});
ctx.fade_transition->transition(config::new_colony_fade_out_duration, false, ease<float>::out_cubic, false, change_state);
};
auto select_options_callback = [this, &ctx]()
{
// Disable menu controls
ctx.function_queue.push(std::bind(::disable_menu_controls, std::ref(ctx)));
// Fade out title
this->fade_out_title();
// Fade out menu
::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to options menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(std::make_unique<options_menu_state>(ctx));
}
);
}
);
};
auto select_extras_callback = [this, &ctx]()
{
// Disable menu controls
ctx.function_queue.push(std::bind(::disable_menu_controls, std::ref(ctx)));
// Fade out title
this->fade_out_title();
// Fade out menu
::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to extras menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(std::make_unique<extras_menu_state>(ctx));
}
);
}
);
};
auto select_quit_callback = [this, &ctx]()
{
// Disable menu controls
ctx.function_queue.push(std::bind(::disable_menu_controls, std::ref(ctx)));
// Fade out title
this->fade_out_title();
// Fade out menu
::menu::fade_out(ctx, nullptr);
// Fade to black then quit
ctx.fade_transition->transition(config::quit_fade_out_duration, false, ease<float>::out_cubic, false, [&ctx](){ctx.closed=true;});
// Quit immediately
//ctx.function_queue.push([&ctx](){ctx.closed=true;});
};
// Build list of menu select callbacks
ctx.menu_select_callbacks.push_back(select_start_callback);
ctx.menu_select_callbacks.push_back(select_options_callback);
ctx.menu_select_callbacks.push_back(select_extras_callback);
ctx.menu_select_callbacks.push_back(select_quit_callback);
// Build list of menu left callbacks
ctx.menu_left_callbacks.push_back(nullptr);
ctx.menu_left_callbacks.push_back(nullptr);
ctx.menu_left_callbacks.push_back(nullptr);
ctx.menu_left_callbacks.push_back(nullptr);
// Build list of menu right callbacks
ctx.menu_right_callbacks.push_back(nullptr);
ctx.menu_right_callbacks.push_back(nullptr);
ctx.menu_right_callbacks.push_back(nullptr);
ctx.menu_right_callbacks.push_back(nullptr);
// Set menu back callback
ctx.menu_back_callback = select_quit_callback;
if (fade_in)
{
// Fade in from black
ctx.fade_transition->transition(config::title_fade_in_duration, true, ease<float>::out_cubic);
}
else
{
// Fade in text
fade_in_title();
::menu::fade_in(ctx, nullptr);
}
if (ctx.entities.find("earth") == ctx.entities.end())
{
::world::cosmogenesis(ctx);
::world::create_observer(ctx);
//::world::enter_ecoregion(ctx, *ctx.resource_manager->load<::ecoregion>("seedy-scrub.eco"));
}
// Set world time
::world::set_time(ctx, 2022, 6, 21, 12, 0, 0.0);
// Set world time scale
::world::set_time_scale(ctx, 0.0);
const float ev100_sunny16 = physics::light::ev::from_settings(16.0f, 1.0f / 100.0f, 100.0f);
ctx.surface_camera->set_exposure_value(ev100_sunny16);
// Setup and enable sky and ground passes
ctx.sky_pass->set_enabled(true);
// Setup window resized callback
window_resized_subscription = ctx.window->get_resized_channel().subscribe
(
[&](const auto& event)
{
const math::fvec2 viewport_size = math::fvec2(event.window->get_viewport_size());
const math::fvec2 viewport_center = viewport_size * 0.5f;
// Re-align title text
const auto& title_aabb = title_text->get_bounds();
float title_w = title_aabb.max.x() - title_aabb.min.x();
float title_h = title_aabb.max.y() - title_aabb.min.y();
title_text->set_translation({std::round(viewport_center.x() - title_w * 0.5f), std::round(viewport_center.y() - title_h * 0.5f + (viewport_size.y() / 3.0f) / 2.0f), 0.0f});
::menu::align_text(ctx, true, false, (-viewport_size.y() / 3.0f) / 2.0f);
}
);
// Enable menu controls
ctx.function_queue.push(std::bind(::enable_menu_controls, std::ref(ctx)));
debug::log_trace("Entered main menu state");
}
main_menu_state::~main_menu_state()
{
debug::log_trace("Exiting main menu state...");
// Destruct menu
::disable_menu_controls(ctx);
::menu::clear_callbacks(ctx);
::menu::delete_animations(ctx);
::menu::remove_text_from_ui(ctx);
::menu::delete_text(ctx);
// Hide menu BG
//ctx.menu_bg_billboard->set_active(false);
// Destruct title animation
ctx.animator->remove_animation(&title_fade_animation);
// Destruct text
ctx.ui_scene->remove_object(*title_text);
debug::log_trace("Exited main menu state");
}
void main_menu_state::fade_in_title()
{
animation_channel<float>* opacity_channel = title_fade_animation.get_channel(0);
opacity_channel->remove_keyframes();
opacity_channel->insert_keyframe({0.0f, 0.0f});
opacity_channel->insert_keyframe({config::menu_fade_in_duration, 1.0f});
title_fade_animation.stop();
title_fade_animation.play();
}
void main_menu_state::fade_out_title()
{
animation_channel<float>* opacity_channel = title_fade_animation.get_channel(0);
opacity_channel->remove_keyframes();
opacity_channel->insert_keyframe({0.0f, 1.0f});
opacity_channel->insert_keyframe({config::menu_fade_out_duration, 0.0f});
title_fade_animation.stop();
title_fade_animation.play();
}