💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2020 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 "animation/ease.hpp"
#include "animation/screen-transition.hpp"
#include "animation/timeline.hpp"
#include "application.hpp"
#include "debug/logger.hpp"
#include "game/game-context.hpp"
#include "game/states/game-states.hpp"
#include "renderer/passes/sky-pass.hpp"
#include "scene/billboard.hpp"
#include "scene/scene.hpp"
#include <functional>
void splash_state_enter(game_context* ctx)
{
logger* logger = ctx->logger;
logger->push_task("Entering splash state");
// Disable sky pass
ctx->overworld_sky_pass->set_enabled(false);
// Add splash billboard to UI scene
ctx->ui_scene->add_object(ctx->splash_billboard);
// Setup timing
const float splash_fade_in_duration = 0.5f;
const float splash_hang_duration = 2.0f;
const float splash_fade_out_duration = 0.5f;
// Start fade in
ctx->fade_transition->transition(splash_fade_in_duration, true, ease<float>::in_quad);
// Crate fade out function
auto fade_out = [ctx, splash_fade_out_duration]()
{
ctx->fade_transition->transition(splash_fade_out_duration, false, ease<float>::out_quad);
};
// Create change state function
auto change_state = [ctx]()
{
ctx->app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
};
// Schedule fade out and change state events
timeline* timeline = ctx->timeline;
float t = timeline->get_position();
timeline::sequence splash_sequence =
{
{t + splash_fade_in_duration + splash_hang_duration, fade_out},
{t + splash_fade_in_duration + splash_hang_duration + splash_fade_out_duration, change_state}
};
timeline->add_sequence(splash_sequence);
logger->pop_task(EXIT_SUCCESS);
}
void splash_state_exit(game_context* ctx)
{
logger* logger = ctx->logger;
logger->push_task("Exiting splash state");
// Remove splash billboard from UI scene
ctx->ui_scene->remove_object(ctx->splash_billboard);
logger->pop_task(EXIT_SUCCESS);
}