/*
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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/main-menu.hpp"
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#include "game/state/options-menu.hpp"
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#include "game/state/extras-menu.hpp"
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#include "game/state/nuptial-flight.hpp"
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#include "game/world.hpp"
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#include "game/load.hpp"
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#include "game/menu.hpp"
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#include "game/ant/swarm.hpp"
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#include "render/passes/clear-pass.hpp"
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#include "render/passes/ground-pass.hpp"
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#include "render/passes/sky-pass.hpp"
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#include "resources/resource-manager.hpp"
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#include "render/model.hpp"
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#include "animation/animation.hpp"
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#include "animation/animator.hpp"
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#include "animation/screen-transition.hpp"
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#include "animation/ease.hpp"
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#include "application.hpp"
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#include "config.hpp"
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#include "physics/light/exposure.hpp"
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#include "game/component/model.hpp"
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#include "game/component/steering.hpp"
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#include "game/component/transform.hpp"
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#include <limits>
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namespace game {
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namespace state {
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main_menu::main_menu(game::context& ctx, bool fade_in):
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game::state::base(ctx)
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{
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ctx.logger->push_task("Entering main menu state");
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ctx.ui_clear_pass->set_cleared_buffers(true, true, false);
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// Construct title text
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title_text.set_material(&ctx.title_font_material);
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title_text.set_color({1.0f, 1.0f, 1.0f, (fade_in) ? 1.0f : 0.0f});
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title_text.set_font(&ctx.title_font);
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title_text.set_content((*ctx.strings)["title_antkeeper"]);
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// Align title text
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const auto& title_aabb = static_cast<const geom::aabb<float>&>(title_text.get_local_bounds());
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float title_w = title_aabb.max_point.x - title_aabb.min_point.x;
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float title_h = title_aabb.max_point.y - title_aabb.min_point.y;
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title_text.set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f + (ctx.app->get_viewport_dimensions().y / 3.0f) / 2.0f), 0.0f});
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title_text.update_tweens();
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// Add title text to UI
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ctx.ui_scene->add_object(&title_text);
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// Construct title fade animation
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title_fade_animation.set_interpolator(ease<float>::out_cubic);
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animation_channel<float>* opacity_channel = title_fade_animation.add_channel(0);
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title_fade_animation.set_frame_callback
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(
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[this, &ctx](int channel, const float& opacity)
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{
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float4 color = this->title_text.get_color();
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color[3] = opacity;
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this->title_text.set_color(color);
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}
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);
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ctx.animator->add_animation(&title_fade_animation);
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// Construct menu item texts
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scene::text* start_text = new scene::text();
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scene::text* options_text = new scene::text();
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scene::text* extras_text = new scene::text();
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scene::text* quit_text = new scene::text();
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// Build list of menu item texts
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ctx.menu_item_texts.push_back({start_text, nullptr});
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ctx.menu_item_texts.push_back({options_text, nullptr});
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ctx.menu_item_texts.push_back({extras_text, nullptr});
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ctx.menu_item_texts.push_back({quit_text, nullptr});
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// Set content of menu item texts
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start_text->set_content((*ctx.strings)["main_menu_start"]);
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options_text->set_content((*ctx.strings)["main_menu_options"]);
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extras_text->set_content((*ctx.strings)["main_menu_extras"]);
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quit_text->set_content((*ctx.strings)["main_menu_quit"]);
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// Init menu item index
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game::menu::init_menu_item_index(ctx, "main");
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game::menu::update_text_color(ctx);
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game::menu::update_text_font(ctx);
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game::menu::align_text(ctx, true, false, (-ctx.app->get_viewport_dimensions().y / 3.0f) / 2.0f);
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game::menu::update_text_tweens(ctx);
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game::menu::add_text_to_ui(ctx);
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game::menu::setup_animations(ctx);
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auto select_start_callback = [this, &ctx]()
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{
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// Disable controls and menu callbacks
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game::menu::clear_controls(ctx);
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game::menu::clear_callbacks(ctx);
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// Create change state function
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auto change_state_nuptial_flight = [&ctx]()
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{
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// Queue change to nuptial state
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ctx.function_queue.push
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(
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[&ctx]()
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{
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ctx.state_machine.pop();
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ctx.state_machine.emplace(new game::state::nuptial_flight(ctx));
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}
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);
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};
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// Fade out title
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this->fade_out_title();
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// Fade out menu
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game::menu::fade_out(ctx, nullptr);
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// Start fade out to white
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ctx.fade_transition_color->set_value({1, 1, 1});
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ctx.fade_transition->transition(config::new_colony_fade_out_duration, false, ease<float>::out_cubic, false, change_state_nuptial_flight);
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};
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auto select_options_callback = [this, &ctx]()
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{
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game::menu::clear_controls(ctx);
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// Fade out title
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this->fade_out_title();
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// Fade out menu
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game::menu::fade_out
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(
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ctx,
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[&ctx]()
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{
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// Queue change to options menu state
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ctx.function_queue.push
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(
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[&ctx]()
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{
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ctx.state_machine.pop();
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ctx.state_machine.emplace(new game::state::options_menu(ctx));
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}
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);
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}
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);
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};
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auto select_extras_callback = [this, &ctx]()
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{
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// Disable controls
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game::menu::clear_controls(ctx);
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// Fade out title
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this->fade_out_title();
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// Fade out menu
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game::menu::fade_out
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(
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ctx,
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[&ctx]()
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{
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// Queue change to extras menu state
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ctx.function_queue.push
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(
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[&ctx]()
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{
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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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};
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auto select_quit_callback = [this, &ctx]()
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{
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// Disable controls
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game::menu::clear_controls(ctx);
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// Fade out title
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this->fade_out_title();
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// Fade out menu
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game::menu::fade_out(ctx, nullptr);
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// Fade to black then quit
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ctx.fade_transition->transition(config::quit_fade_out_duration, false, ease<float>::out_cubic, false, std::bind(&application::close, ctx.app));
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};
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// Build list of menu select callbacks
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ctx.menu_select_callbacks.push_back(select_start_callback);
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ctx.menu_select_callbacks.push_back(select_options_callback);
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ctx.menu_select_callbacks.push_back(select_extras_callback);
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ctx.menu_select_callbacks.push_back(select_quit_callback);
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// Build list of menu left callbacks
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ctx.menu_left_callbacks.push_back(nullptr);
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ctx.menu_left_callbacks.push_back(nullptr);
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ctx.menu_left_callbacks.push_back(nullptr);
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ctx.menu_left_callbacks.push_back(nullptr);
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// Build list of menu right callbacks
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ctx.menu_right_callbacks.push_back(nullptr);
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ctx.menu_right_callbacks.push_back(nullptr);
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ctx.menu_right_callbacks.push_back(nullptr);
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ctx.menu_right_callbacks.push_back(nullptr);
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// Set menu back callback
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ctx.menu_back_callback = select_quit_callback;
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// Queue menu control setup
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ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(ctx)));
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if (fade_in)
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{
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// Fade in from black
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ctx.fade_transition->transition(config::title_fade_in_duration, true, ease<float>::out_cubic);
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}
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else
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{
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// Fade in text
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fade_in_title();
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game::menu::fade_in(ctx, nullptr);
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}
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if (ctx.entities.find("earth") == ctx.entities.end())
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{
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game::world::cosmogenesis(ctx);
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game::world::create_observer(ctx);
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game::load::biome(ctx, "debug.bio");
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}
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// Set world time
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game::world::set_time(ctx, 2022, 6, 21, 12, 0, 0.0);
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// Set world time scale
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game::world::set_time_scale(ctx, 0.0);
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ctx.surface_camera->set_active(true);
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const float ev100_sunny16 = physics::light::ev::from_settings(16.0f, 1.0f / 100.0f, 100.0f);
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ctx.surface_camera->set_exposure(15.5f);
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ctx.surface_camera->look_at({-55, 36, 10}, {0, 100, 0}, {0, 1, 0});
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ctx.surface_camera->update_tweens();
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// Setup and enable sky and ground passes
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ctx.sky_pass->set_enabled(true);
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ctx.ground_pass->set_enabled(true);
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// Disable UI color clear
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ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
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// Create mating swarm
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game::ant::create_swarm(ctx);
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if (!ctx.menu_bg_billboard->is_active())
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game::menu::fade_in_bg(ctx);
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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main_menu::~main_menu()
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{
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ctx.logger->push_task("Exiting main menu state");
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// Destruct menu
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game::menu::clear_controls(ctx);
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game::menu::clear_callbacks(ctx);
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game::menu::delete_animations(ctx);
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game::menu::remove_text_from_ui(ctx);
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game::menu::delete_text(ctx);
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// Destruct title animation
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ctx.animator->remove_animation(&title_fade_animation);
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// Destruct title text
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ctx.ui_scene->remove_object(&title_text);
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// Destroy swarm
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game::ant::destroy_swarm(ctx);
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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void main_menu::fade_in_title()
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{
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animation_channel<float>* opacity_channel = title_fade_animation.get_channel(0);
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opacity_channel->remove_keyframes();
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opacity_channel->insert_keyframe({0.0, 0.0f});
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opacity_channel->insert_keyframe({config::menu_fade_in_duration, 1.0f});
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title_fade_animation.stop();
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title_fade_animation.play();
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}
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void main_menu::fade_out_title()
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{
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animation_channel<float>* opacity_channel = title_fade_animation.get_channel(0);
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opacity_channel->remove_keyframes();
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opacity_channel->insert_keyframe({0.0, 1.0f});
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opacity_channel->insert_keyframe({config::menu_fade_out_duration, 0.0f});
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title_fade_animation.stop();
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title_fade_animation.play();
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}
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} // namespace state
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} // namespace game
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