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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/states/splash-state.hpp"
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#include "game/game.hpp"
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#include "game/states/main-menu-state.hpp"
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#include <engine/animation/animation.hpp>
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#include <engine/animation/animator.hpp>
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#include <engine/animation/ease.hpp>
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#include <engine/animation/screen-transition.hpp>
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#include <engine/debug/log.hpp>
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#include <engine/math/vector.hpp>
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#include <engine/render/material-flags.hpp>
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#include <engine/resources/resource-manager.hpp>
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#include <engine/gl/pipeline.hpp>
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splash_state::splash_state(::game& ctx):
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game_state(ctx)
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{
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debug::log_trace("Entering splash state...");
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const math::fvec2 viewport_size = math::fvec2(ctx.window->get_viewport_size());
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const math::fvec2 viewport_center = viewport_size * 0.5f;
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// Load splash texture
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auto splash_texture = ctx.resource_manager->load<gl::texture_2d>("splash.tex");
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// Get splash texture dimensions
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const auto& splash_dimensions = splash_texture->get_image_view()->get_image()->get_dimensions();
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// Construct splash billboard material
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splash_billboard_material = std::make_shared<render::material>();
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splash_billboard_material->set_blend_mode(render::material_blend_mode::translucent);
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splash_billboard_material->set_shader_template(ctx.resource_manager->load<gl::shader_template>("ui-element-textured.glsl"));
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splash_billboard_material->set_variable("background", std::make_shared<render::matvar_texture_2d>(1, splash_texture));
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auto splash_tint = std::make_shared<render::matvar_fvec4>(1, math::fvec4{1, 1, 1, 0});
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splash_billboard_material->set_variable("tint", splash_tint);
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// Construct splash billboard
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splash_billboard.set_material(splash_billboard_material);
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splash_billboard.set_scale({static_cast<float>(splash_dimensions[0]) * 0.5f, static_cast<float>(splash_dimensions[1]) * 0.5f, 1.0f});
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splash_billboard.set_translation({std::round(viewport_center.x()), std::round(viewport_center.y()), 0.0f});
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// Add splash billboard to UI scene
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ctx.ui_scene->add_object(splash_billboard);
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// Load animation timing configuration
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const float splash_fade_in_duration = 0.5;
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const float splash_duration = 2.0;
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const float splash_fade_out_duration = 0.5;
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// Construct splash fade in animation
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splash_fade_in_animation.set_interpolator(ease<float>::out_cubic);
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animation_channel<float>* splash_fade_in_opacity_channel = splash_fade_in_animation.add_channel(0);
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splash_fade_in_opacity_channel->insert_keyframe({0.0f, 0.0f});
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splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration, 1.0f});
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splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration + splash_duration, 1.0f});
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// Build splash fade out animation
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splash_fade_out_animation.set_interpolator(ease<float>::out_cubic);
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animation_channel<float>* splash_fade_out_opacity_channel = splash_fade_out_animation.add_channel(0);
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splash_fade_out_opacity_channel->insert_keyframe({0.0f, 1.0f});
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splash_fade_out_opacity_channel->insert_keyframe({splash_fade_out_duration, 0.0f});
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// Setup animation frame callbacks
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auto set_splash_opacity = [splash_tint](int channel, const float& opacity)
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{
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splash_tint->set(math::fvec4{1, 1, 1, opacity});
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};
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splash_fade_in_animation.set_frame_callback(set_splash_opacity);
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splash_fade_out_animation.set_frame_callback(set_splash_opacity);
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// Trigger splash fade out animation when splash fade in animation ends
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splash_fade_in_animation.set_end_callback
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(
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[this]()
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{
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this->splash_fade_out_animation.play();
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}
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);
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// Trigger a state change when the splash fade out animation ends
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splash_fade_out_animation.set_end_callback
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(
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[&ctx]()
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{
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// Queue change to main menu state
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ctx.function_queue.push
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(
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[&ctx]()
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{
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ctx.state_machine.pop();
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ctx.state_machine.emplace(std::make_unique<main_menu_state>(ctx, true));
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}
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);
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}
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);
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// Add splash fade animations to animator
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ctx.animator->add_animation(&splash_fade_in_animation);
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ctx.animator->add_animation(&splash_fade_out_animation);
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// Start splash fade in animation
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splash_fade_in_animation.play();
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// Setup window resized callback
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window_resized_subscription = ctx.window->get_resized_channel().subscribe
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(
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[&](const auto& event)
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{
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const math::fvec2 viewport_size = math::fvec2(event.window->get_viewport_size());
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const math::fvec2 viewport_center = viewport_size * 0.5f;
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splash_billboard.set_translation({std::round(viewport_center.x()), std::round(viewport_center.y()), 0.0f});
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}
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);
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// Construct splash skip function
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auto skip = [&](const auto& event)
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{
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ctx.function_queue.emplace
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(
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[&]()
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{
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// Black out screen
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ctx.window->get_graphics_pipeline().clear_attachments(gl::color_clear_bit, {{0.0f, 0.0f, 0.0f, 0.0f}});
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ctx.window->swap_buffers();
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// Change to main menu state
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ctx.state_machine.pop();
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ctx.state_machine.emplace(std::make_unique<main_menu_state>(ctx, true));
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}
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);
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};
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// Set up splash skippers
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input_mapped_subscriptions.emplace_back
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(
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ctx.input_mapper.get_gamepad_button_mapped_channel().subscribe
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(
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skip
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)
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);
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input_mapped_subscriptions.emplace_back
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(
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ctx.input_mapper.get_key_mapped_channel().subscribe
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(
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skip
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)
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);
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input_mapped_subscriptions.emplace_back
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(
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ctx.input_mapper.get_mouse_button_mapped_channel().subscribe
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(
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skip
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)
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);
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// Enable splash skippers next frame
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ctx.function_queue.push
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(
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[&]()
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{
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ctx.input_mapper.connect(ctx.input_manager->get_event_dispatcher());
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}
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);
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debug::log_trace("Entered splash state");
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}
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splash_state::~splash_state()
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{
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debug::log_trace("Exiting splash state...");
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// Disable splash skippers
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ctx.input_mapper.disconnect();
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input_mapped_subscriptions.clear();
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// Remove splash fade animations from animator
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ctx.animator->remove_animation(&splash_fade_in_animation);
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ctx.animator->remove_animation(&splash_fade_out_animation);
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// Remove splash billboard from UI scene
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ctx.ui_scene->remove_object(splash_billboard);
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debug::log_trace("Exited splash state");
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}
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