💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "game/states/title.hpp"
#include "game/states/main-menu.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "animation/timeline.hpp"
#include "application.hpp"
#include "scene/text.hpp"
#include "configuration.hpp"
namespace game {
namespace state {
namespace title {
void enter(game::context* ctx)
{
// Setup timing
const float title_fade_in_duration = 0.5f;
const float title_fade_out_duration = 0.5f;
// Start fade in
ctx->fade_transition->transition(title_fade_in_duration, true, ease<float>::in_quad);
// Crate fade out function
auto fade_out = [ctx, title_fade_out_duration]()
{
ctx->fade_transition->transition(title_fade_out_duration, false, ease<float>::out_quad);
};
// Create change state function
auto change_state = [ctx]()
{
application::state next_state;
next_state.name = "main_menu";
next_state.enter = std::bind(game::state::main_menu::enter, ctx);
next_state.exit = std::bind(game::state::main_menu::exit, ctx);
ctx->app->change_state(next_state);
};
// 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)
{
ctx->timeline->clear();
ctx->fade_transition->get_animation()->stop();
ctx->rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
ctx->rasterizer->clear_framebuffer(true, false, false);
ctx->app->swap_buffers();
application::state next_state;
next_state.name = "main_menu";
next_state.enter = std::bind(game::state::main_menu::enter, ctx);
next_state.exit = std::bind(game::state::main_menu::exit, ctx);
ctx->app->change_state(next_state);
}
}
);
ctx->input_listener->set_enabled(true);
// 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, 1.0f});
ctx->title_text->set_content((*ctx->strings)["title"]);
ctx->ui_scene->add_object(ctx->title_text);
// Construct version string text
ctx->title_version_text = new scene::text();
ctx->title_version_text->set_material(&ctx->debug_font_material);
ctx->title_version_text->set_font(&ctx->debug_font);
ctx->title_version_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
ctx->title_version_text->set_content(ANTKEEPER_VERSION_STRING);
ctx->ui_scene->add_object(ctx->title_version_text);
// Align title text
const auto& title_aabb = static_cast<const geom::aabb<float>&>(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), 0.0f});
// Align version string
const auto& version_aabb = static_cast<const geom::aabb<float>&>(ctx->title_version_text->get_local_bounds());
float version_w = version_aabb.max_point.x - version_aabb.min_point.x;
float version_h = version_aabb.max_point.y - version_aabb.min_point.y;
const float version_padding = 12.0f;
auto viewport = ctx->app->get_viewport_dimensions();
ctx->title_version_text->set_translation({viewport[0] * 0.5f - version_w - version_padding, -viewport[1] * 0.5f + version_padding, 0.0f});
}
void exit(game::context* ctx)
{
// Remove and destruct title and version text
ctx->ui_scene->remove_object(ctx->title_text);
ctx->ui_scene->remove_object(ctx->title_version_text);
delete ctx->title_text;
delete ctx->title_version_text;
ctx->title_text = nullptr;
ctx->title_version_text = nullptr;
// Disable title skipper
ctx->input_listener->set_enabled(false);
ctx->input_listener->set_callback(nullptr);
}
} // namespace title
} // namespace state
} // namespace game