💿🐜 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/pause-menu.hpp"
#include "game/states/main-menu.hpp"
#include "game/states/options-menu.hpp"
#include "game/menu.hpp"
#include "animation/ease.hpp"
#include "animation/animation.hpp"
#include "animation/animator.hpp"
#include "animation/timeline.hpp"
#include "application.hpp"
#include "scene/text.hpp"
namespace game {
namespace state {
namespace pause_menu {
void enter(game::context* ctx)
{
// Construct menu item texts
scene::text* resume_text = new scene::text();
scene::text* options_text = new scene::text();
scene::text* main_menu_text = new scene::text();
scene::text* quit_text = new scene::text();
// Set content of menu item texts
resume_text->set_content((*ctx->strings)["pause_menu_resume"]);
options_text->set_content((*ctx->strings)["pause_menu_options"]);
main_menu_text->set_content((*ctx->strings)["pause_menu_main_menu"]);
quit_text->set_content((*ctx->strings)["pause_menu_quit"]);
// Build list of menu item texts
ctx->menu_item_texts.push_back({resume_text, nullptr});
ctx->menu_item_texts.push_back({options_text, nullptr});
ctx->menu_item_texts.push_back({main_menu_text, nullptr});
ctx->menu_item_texts.push_back({quit_text, nullptr});
// Init menu item index
game::menu::init_menu_item_index(ctx, "pause");
game::menu::update_text_color(ctx);
game::menu::update_text_font(ctx);
game::menu::align_text(ctx, true, false);
game::menu::update_text_tweens(ctx);
game::menu::add_text_to_ui(ctx);
game::menu::setup_animations(ctx);
// Construct menu item callbacks
auto select_resume_callback = [ctx]()
{
// Disable unpause control
ctx->controls["pause"]->set_activated_callback(nullptr);
// Disable menu controls
game::menu::clear_controls(ctx);
auto resume_paused_state = [ctx]()
{
ctx->app->queue_state(*ctx->paused_state);
};
// Fade out pause menu then resume paused state
game::menu::fade_out(ctx, resume_paused_state);
game::menu::fade_out_bg(ctx);
};
auto select_options_callback = [ctx]()
{
// Disable unpause control
//ctx->controls["pause"]->set_activated_callback(nullptr);
// Disable menu controls
game::menu::clear_controls(ctx);
// Fade out pause menu then open options menu
game::menu::fade_out
(
ctx,
[ctx]()
{
application::state next_state;
next_state.name = "options_menu";
next_state.enter = std::bind(game::state::options_menu::enter, ctx);
next_state.exit = std::bind(game::state::options_menu::exit, ctx);
ctx->app->queue_state(next_state);
}
);
};
auto select_main_menu_callback = [ctx]()
{
// Disable unpause control
ctx->controls["pause"]->set_activated_callback(nullptr);
// Disable menu controls
game::menu::clear_controls(ctx);
// Clear paused state
ctx->paused_state.reset();
// Fade out pause menu then return to main menu
game::menu::fade_out
(
ctx,
[ctx]()
{
application::state next_state;
next_state.name = "main_menu";
next_state.enter = std::bind(game::state::main_menu::enter, ctx, true);
next_state.exit = std::bind(game::state::main_menu::exit, ctx);
ctx->app->queue_state(next_state);
}
);
};
auto select_quit_callback = [ctx]()
{
// Disable unpause control
ctx->controls["pause"]->set_activated_callback(nullptr);
// Disable menu controls
game::menu::clear_controls(ctx);
// Clear paused state
ctx->paused_state.reset();
// Fade out then quit
game::menu::fade_out(ctx, std::bind(&application::close, ctx->app, EXIT_SUCCESS));
};
// Build list of menu select callbacks
ctx->menu_select_callbacks.push_back(select_resume_callback);
ctx->menu_select_callbacks.push_back(select_options_callback);
ctx->menu_select_callbacks.push_back(select_main_menu_callback);
ctx->menu_select_callbacks.push_back(select_quit_callback);
// Build list of menu right callbacks
ctx->menu_right_callbacks.resize(4, nullptr);
// Build list of menu left callbacks
ctx->menu_left_callbacks.resize(4, nullptr);
// Set menu back callback
ctx->menu_back_callback = select_resume_callback;
// Schedule control setup
timeline* timeline = ctx->timeline;
float t = timeline->get_position();
timeline->add_sequence
({{
t + game::menu::input_delay,
[ctx, select_resume_callback]()
{
// Enable unpause control
ctx->controls["pause"]->set_activated_callback(select_resume_callback);
// Enable menu controls
game::menu::setup_controls(ctx);
}
}});
// Fade in menu and menu BG
game::menu::fade_in(ctx, nullptr);
if (!ctx->menu_bg_billboard->is_active())
game::menu::fade_in_bg(ctx);
}
void exit(game::context* ctx)
{
// Destruct menu
game::menu::clear_controls(ctx);
game::menu::clear_callbacks(ctx);
game::menu::delete_animations(ctx);
game::menu::remove_text_from_ui(ctx);
game::menu::delete_text(ctx);
}
} // namespace pause_menu
} // namespace state
} // namespace game