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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/state/credits.hpp"
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#include "game/state/extras-menu.hpp"
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#include "game/context.hpp"
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#include "animation/ease.hpp"
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#include "animation/animation.hpp"
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#include "animation/animator.hpp"
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#include "application.hpp"
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#include "scene/text.hpp"
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#include "debug/logger.hpp"
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namespace game {
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namespace state {
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credits::credits(game::context& ctx):
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game::state::base(ctx)
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{
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ctx.logger->push_task("Entering credits state");
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// Construct credits text
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credits_text.set_material(&ctx.menu_font_material);
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credits_text.set_font(&ctx.menu_font);
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credits_text.set_color({1.0f, 1.0f, 1.0f, 0.0f});
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credits_text.set_content((*ctx.strings)["credits"]);
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// Align credits text
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const auto& credits_aabb = static_cast<const geom::aabb<float>&>(credits_text.get_local_bounds());
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float credits_w = credits_aabb.max_point.x - credits_aabb.min_point.x;
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float credits_h = credits_aabb.max_point.y - credits_aabb.min_point.y;
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credits_text.set_translation({std::round(-credits_w * 0.5f), std::round(-credits_h * 0.5f), 0.0f});
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credits_text.update_tweens();
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// Load animation timing configuration
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double credits_fade_in_duration = 0.0;
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double credits_scroll_duration = 0.0;
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if (ctx.config->contains("credits_fade_in_duration"))
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credits_fade_in_duration = (*ctx.config)["credits_fade_in_duration"].get<double>();
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if (ctx.config->contains("credits_scroll_duration"))
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credits_scroll_duration = (*ctx.config)["credits_scroll_duration"].get<double>();
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auto set_credits_opacity = [this](int channel, const float& opacity)
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{
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this->credits_text.set_color({1.0f, 1.0f, 1.0f, opacity});
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};
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// Build credits fade in animation
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credits_fade_in_animation.set_interpolator(ease<float>::in_quad);
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animation_channel<float>* credits_fade_in_opacity_channel = credits_fade_in_animation.add_channel(0);
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credits_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f});
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credits_fade_in_opacity_channel->insert_keyframe({credits_fade_in_duration, 1.0f});
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credits_fade_in_animation.set_frame_callback(set_credits_opacity);
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// Add credits animations to animator
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ctx.animator->add_animation(&credits_fade_in_animation);
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// Start credits fade in animation
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credits_fade_in_animation.play();
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// Set up credits skipper
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ctx.input_listener->set_callback
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(
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[this, &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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if (this->credits_text.get_color()[3] > 0.0f)
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{
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ctx.input_listener->set_enabled(false);
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// Change state
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ctx.state_machine.pop();
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ctx.state_machine.emplace(new game::state::extras_menu(ctx));
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}
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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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ctx.ui_scene->add_object(&credits_text);
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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credits::~credits()
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{
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ctx.logger->push_task("Exiting credits state");
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// Disable credits 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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// Destruct credits text
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ctx.ui_scene->remove_object(&credits_text);
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// Destruct credits animations
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ctx.animator->remove_animation(&credits_fade_in_animation);
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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} // namespace state
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} // namespace game
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