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/*
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* Copyright (C) 2021 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/title.hpp"
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#include "game/states/main-menu.hpp"
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#include "animation/screen-transition.hpp"
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#include "animation/ease.hpp"
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#include "animation/timeline.hpp"
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#include "application.hpp"
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#include "scene/text.hpp"
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#include "configuration.hpp"
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namespace game {
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namespace state {
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namespace title {
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void enter(game::context* ctx)
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{
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// Setup timing
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const float title_fade_in_duration = 0.5f;
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const float title_fade_out_duration = 0.5f;
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// Start fade in
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ctx->fade_transition->transition(title_fade_in_duration, true, ease<float>::in_quad);
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// Crate fade out function
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auto fade_out = [ctx, title_fade_out_duration]()
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{
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ctx->fade_transition->transition(title_fade_out_duration, false, ease<float>::out_quad);
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};
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// Create change state function
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auto change_state = [ctx]()
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{
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application::state next_state;
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next_state.name = "main_menu";
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next_state.enter = std::bind(game::state::main_menu::enter, ctx);
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next_state.exit = std::bind(game::state::main_menu::exit, ctx);
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ctx->app->change_state(next_state);
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};
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// Set up title skipper
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ctx->input_listener->set_callback
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(
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[ctx](const event_base& event)
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{
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auto id = event.get_event_type_id();
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if (id != mouse_moved_event::event_type_id && id != mouse_wheel_scrolled_event::event_type_id && id != gamepad_axis_moved_event::event_type_id)
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{
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ctx->timeline->clear();
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ctx->fade_transition->get_animation()->stop();
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ctx->rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
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ctx->rasterizer->clear_framebuffer(true, false, false);
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ctx->app->swap_buffers();
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application::state next_state;
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next_state.name = "main_menu";
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next_state.enter = std::bind(game::state::main_menu::enter, ctx);
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next_state.exit = std::bind(game::state::main_menu::exit, ctx);
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ctx->app->change_state(next_state);
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}
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}
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);
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ctx->input_listener->set_enabled(true);
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// Construct title text
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ctx->title_text = new scene::text();
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ctx->title_text->set_material(&ctx->title_font_material);
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ctx->title_text->set_font(&ctx->title_font);
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ctx->title_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
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ctx->title_text->set_content((*ctx->strings)["title"]);
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ctx->ui_scene->add_object(ctx->title_text);
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// Construct version string text
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ctx->title_version_text = new scene::text();
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ctx->title_version_text->set_material(&ctx->debug_font_material);
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ctx->title_version_text->set_font(&ctx->debug_font);
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ctx->title_version_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
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ctx->title_version_text->set_content(ANTKEEPER_VERSION_STRING);
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ctx->ui_scene->add_object(ctx->title_version_text);
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// Align title text
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const auto& title_aabb = static_cast<const geom::aabb<float>&>(ctx->title_text->get_local_bounds());
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float title_w = title_aabb.max_point.x - title_aabb.min_point.x;
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float title_h = title_aabb.max_point.y - title_aabb.min_point.y;
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ctx->title_text->set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f), 0.0f});
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// Align version string
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const auto& version_aabb = static_cast<const geom::aabb<float>&>(ctx->title_version_text->get_local_bounds());
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float version_w = version_aabb.max_point.x - version_aabb.min_point.x;
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float version_h = version_aabb.max_point.y - version_aabb.min_point.y;
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const float version_padding = 12.0f;
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auto viewport = ctx->app->get_viewport_dimensions();
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ctx->title_version_text->set_translation({viewport[0] * 0.5f - version_w - version_padding, -viewport[1] * 0.5f + version_padding, 0.0f});
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}
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void exit(game::context* ctx)
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{
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// Remove and destruct title and version text
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ctx->ui_scene->remove_object(ctx->title_text);
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ctx->ui_scene->remove_object(ctx->title_version_text);
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delete ctx->title_text;
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delete ctx->title_version_text;
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ctx->title_text = nullptr;
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ctx->title_version_text = nullptr;
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// Disable title skipper
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ctx->input_listener->set_enabled(false);
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ctx->input_listener->set_callback(nullptr);
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}
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} // namespace title
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} // namespace state
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} // namespace game
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