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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/sound-menu.hpp"
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#include "game/states/options-menu.hpp"
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#include "application.hpp"
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#include "scene/text.hpp"
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#include "render/passes/clear-pass.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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namespace sound_menu {
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static void update_text_color(game::context* ctx)
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{
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float4 inactive_color = {1.0f, 1.0f, 1.0f, 0.5f};
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float4 active_color = {1.0f, 1.0f, 1.0f, 1.0f};
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for (std::size_t i = 0; i < ctx->sound_menu_label_texts.size(); ++i)
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{
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scene::text* label_text = ctx->sound_menu_label_texts[i];
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scene::text* value_text = ctx->sound_menu_value_texts[i];
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if (i == ctx->sound_menu_index)
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{
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label_text->set_color(active_color);
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if (value_text)
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value_text->set_color(active_color);
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}
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else
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{
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label_text->set_color(inactive_color);
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if (value_text)
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value_text->set_color(inactive_color);
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}
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}
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}
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static void update_text_tweens(game::context* ctx)
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{
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for (std::size_t i = 0; i < ctx->sound_menu_label_texts.size(); ++i)
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{
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scene::text* label_text = ctx->sound_menu_label_texts[i];
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scene::text* value_text = ctx->sound_menu_value_texts[i];
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label_text->update_tweens();
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if (value_text)
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value_text->update_tweens();
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}
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}
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void enter(game::context* ctx)
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{
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ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
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ctx->sound_menu_index = 0;
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// Construct sound menu texts
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ctx->sound_menu_master_volume_label_text = new scene::text();
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ctx->sound_menu_master_volume_value_text = new scene::text();
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ctx->sound_menu_ambience_volume_label_text = new scene::text();
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ctx->sound_menu_ambience_volume_value_text = new scene::text();
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ctx->sound_menu_effects_volume_label_text = new scene::text();
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ctx->sound_menu_effects_volume_value_text = new scene::text();
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ctx->sound_menu_back_label_text = new scene::text();
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// Set text content
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ctx->sound_menu_master_volume_label_text->set_content((*ctx->strings)["sound_menu_master_volume"]);
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ctx->sound_menu_master_volume_value_text->set_content(std::to_string(static_cast<int>(ctx->master_volume * 100.0f + 0.5f)));
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ctx->sound_menu_ambience_volume_label_text->set_content((*ctx->strings)["sound_menu_ambience_volume"]);
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ctx->sound_menu_ambience_volume_value_text->set_content(std::to_string(static_cast<int>(ctx->ambience_volume * 100.0f + 0.5f)));
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ctx->sound_menu_effects_volume_label_text->set_content((*ctx->strings)["sound_menu_effects_volume"]);
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ctx->sound_menu_effects_volume_value_text->set_content(std::to_string(static_cast<int>(ctx->effects_volume * 100.0f + 0.5f)));
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ctx->sound_menu_back_label_text->set_content((*ctx->strings)["back"]);
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// Build lists of sound menu texts
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ctx->sound_menu_label_texts.push_back(ctx->sound_menu_master_volume_label_text);
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ctx->sound_menu_label_texts.push_back(ctx->sound_menu_ambience_volume_label_text);
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ctx->sound_menu_label_texts.push_back(ctx->sound_menu_effects_volume_label_text);
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ctx->sound_menu_label_texts.push_back(ctx->sound_menu_back_label_text);
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ctx->sound_menu_value_texts.push_back(ctx->sound_menu_master_volume_value_text);
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ctx->sound_menu_value_texts.push_back(ctx->sound_menu_ambience_volume_value_text);
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ctx->sound_menu_value_texts.push_back(ctx->sound_menu_effects_volume_value_text);
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ctx->sound_menu_value_texts.push_back(nullptr);
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// Set text fonts
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for (std::size_t i = 0; i < ctx->sound_menu_label_texts.size(); ++i)
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{
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scene::text* label_text = ctx->sound_menu_label_texts[i];
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label_text->set_material(&ctx->menu_font_material);
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label_text->set_font(&ctx->menu_font);
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scene::text* value_text = ctx->sound_menu_value_texts[i];
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if (value_text)
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{
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value_text->set_material(&ctx->menu_font_material);
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value_text->set_font(&ctx->menu_font);
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}
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}
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// Calculate menu width
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float menu_width = 0.0f;
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float menu_spacing = ctx->menu_font.get_glyph_metrics(U'M').width;
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for (std::size_t i = 0; i < ctx->sound_menu_label_texts.size(); ++i)
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{
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scene::text* label_text = ctx->sound_menu_label_texts[i];
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scene::text* value_text = ctx->sound_menu_value_texts[i];
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float row_width = 0.0f;
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// Add label width to width
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const auto& label_bounds = static_cast<const geom::aabb<float>&>(label_text->get_local_bounds());
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row_width += label_bounds.max_point.x - label_bounds.min_point.x;
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if (value_text != nullptr)
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{
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// Add value width to width
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//const auto& value_bounds = static_cast<const geom::aabb<float>&>(value_text->get_local_bounds());
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//row_width += value_bounds.max_point.x - value_bounds.min_point.x;
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// Add spacing to row width
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row_width += menu_spacing * 4.0f;
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}
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menu_width = std::max<float>(menu_width, row_width);
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}
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// Align texts
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float menu_height = ctx->sound_menu_label_texts.size() * ctx->menu_font.get_font_metrics().linespace;
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float menu_x = -menu_width * 0.5f;
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float menu_y = menu_height * 0.5f - ctx->menu_font.get_font_metrics().linespace;
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for (std::size_t i = 0; i < ctx->sound_menu_label_texts.size(); ++i)
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{
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scene::text* label_text = ctx->sound_menu_label_texts[i];
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float x = menu_x;
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float y = menu_y - ctx->menu_font.get_font_metrics().linespace * i;
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label_text->set_translation({std::round(x), std::round(y), 0.0f});
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scene::text* value_text = ctx->sound_menu_value_texts[i];
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if (value_text)
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{
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const auto& value_bounds = static_cast<const geom::aabb<float>&>(value_text->get_local_bounds());
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const float value_width = value_bounds.max_point.x - value_bounds.min_point.x;
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x = menu_x + menu_width - value_width;
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value_text->set_translation({std::round(x), std::round(y), 0.0f});
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}
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}
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// Construct sound menu callbacks
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auto menu_back_callback = [ctx]()
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{
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application::state next_state;
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next_state.name = "options_menu";
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next_state.enter = std::bind(game::state::options_menu::enter, ctx);
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next_state.exit = std::bind(game::state::options_menu::exit, ctx);
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ctx->app->change_state(next_state);
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};
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auto increase_volume_callback = [ctx, menu_x, menu_width]()
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{
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if (ctx->sound_menu_index > 2)
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return;
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// Find volume variable
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float* volumes[] =
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{
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&ctx->master_volume,
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&ctx->ambience_volume,
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&ctx->effects_volume
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};
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float* volume = volumes[ctx->sound_menu_index];
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// Increase volume
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*volume += 0.1f;
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if (*volume > 1.0f)
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*volume = 1.0f;
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// Update volume value text
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scene::text* value_text = ctx->sound_menu_value_texts[ctx->sound_menu_index];
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value_text->set_content(std::to_string(static_cast<int>((*volume) * 100.0f + 0.5f)));
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// Realign value text
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const auto& value_bounds = static_cast<const geom::aabb<float>&>(value_text->get_local_bounds());
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const float value_width = value_bounds.max_point.x - value_bounds.min_point.x;
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const float3& translation = value_text->get_translation();
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value_text->set_translation(float3{std::round(menu_x + menu_width - value_width), translation.y, translation.z});
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value_text->update_tweens();
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};
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auto decrease_volume_callback = [ctx, menu_x, menu_width]()
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{
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if (ctx->sound_menu_index > 2)
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return;
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// Find volume variable
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float* volumes[] =
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{
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&ctx->master_volume,
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&ctx->ambience_volume,
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&ctx->effects_volume
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};
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float* volume = volumes[ctx->sound_menu_index];
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// Decrease volume
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*volume -= 0.1f;
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if (*volume < 0.0f)
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*volume = 0.0f;
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// Update volume value text
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scene::text* value_text = ctx->sound_menu_value_texts[ctx->sound_menu_index];
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value_text->set_content(std::to_string(static_cast<int>((*volume) * 100.0f + 0.5f)));
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// Realign value text
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const auto& value_bounds = static_cast<const geom::aabb<float>&>(value_text->get_local_bounds());
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const float value_width = value_bounds.max_point.x - value_bounds.min_point.x;
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const float3& translation = value_text->get_translation();
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value_text->set_translation(float3{std::round(menu_x + menu_width - value_width), translation.y, translation.z});
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value_text->update_tweens();
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};
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ctx->controls["menu_down"]->set_activated_callback
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(
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[ctx]()
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{
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++ctx->sound_menu_index;
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if (ctx->sound_menu_index >= ctx->sound_menu_label_texts.size())
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ctx->sound_menu_index = 0;
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update_text_color(ctx);
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}
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);
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ctx->controls["menu_up"]->set_activated_callback
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(
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[ctx]()
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{
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--ctx->sound_menu_index;
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if (ctx->sound_menu_index < 0)
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ctx->sound_menu_index = ctx->sound_menu_label_texts.size() - 1;
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update_text_color(ctx);
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}
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);
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ctx->controls["menu_left"]->set_activated_callback(decrease_volume_callback);
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ctx->controls["menu_right"]->set_activated_callback(increase_volume_callback);
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ctx->controls["menu_select"]->set_activated_callback
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(
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[ctx, menu_back_callback]()
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{
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if (ctx->sound_menu_index == 3)
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menu_back_callback();
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}
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);
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ctx->controls["menu_back"]->set_activated_callback(menu_back_callback);
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// Add text objects to UI
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for (std::size_t i = 0; i < ctx->sound_menu_label_texts.size(); ++i)
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{
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scene::text* label_text = ctx->sound_menu_label_texts[i];
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scene::text* value_text = ctx->sound_menu_value_texts[i];
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ctx->ui_scene->add_object(label_text);
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if (value_text)
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ctx->ui_scene->add_object(value_text);
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}
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update_text_color(ctx);
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update_text_tweens(ctx);
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}
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void exit(game::context* ctx)
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{
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// Clear control callbacks
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ctx->controls["menu_down"]->set_activated_callback(nullptr);
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ctx->controls["menu_up"]->set_activated_callback(nullptr);
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ctx->controls["menu_left"]->set_activated_callback(nullptr);
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ctx->controls["menu_right"]->set_activated_callback(nullptr);
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ctx->controls["menu_select"]->set_activated_callback(nullptr);
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ctx->controls["menu_back"]->set_activated_callback(nullptr);
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// Destruct sound menu texts
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for (std::size_t i = 0; i < ctx->sound_menu_label_texts.size(); ++i)
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{
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scene::text* label_text = ctx->sound_menu_label_texts[i];
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ctx->ui_scene->remove_object(label_text);
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delete label_text;
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scene::text* value_text = ctx->sound_menu_value_texts[i];
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if (value_text)
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{
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ctx->ui_scene->remove_object(value_text);
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delete value_text;
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}
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}
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ctx->sound_menu_label_texts.clear();
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ctx->sound_menu_value_texts.clear();
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// Update volumes in config
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(*ctx->config)["master_volume"] = ctx->master_volume;
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(*ctx->config)["ambience_volume"] = ctx->ambience_volume;
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(*ctx->config)["effects_volume"] = ctx->effects_volume;
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ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
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}
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} // namespace sound_menu
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} // namespace state
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} // namespace game
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