💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

357 lines
10 KiB

/*
* 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/state/graphics-menu.hpp"
#include "game/state/options-menu.hpp"
#include "application.hpp"
#include "scene/text.hpp"
#include "debug/logger.hpp"
#include "game/fonts.hpp"
#include "game/menu.hpp"
#include "game/graphics.hpp"
#include "animation/timeline.hpp"
namespace game {
namespace state {
static void update_value_text_content(game::context* ctx);
graphics_menu::graphics_menu(game::context& ctx):
game::state::base(ctx)
{
ctx.logger->push_task("Entering graphics menu state");
// Construct menu item texts
scene::text* fullscreen_name_text = new scene::text();
scene::text* fullscreen_value_text = new scene::text();
scene::text* resolution_name_text = new scene::text();
scene::text* resolution_value_text = new scene::text();
scene::text* v_sync_name_text = new scene::text();
scene::text* v_sync_value_text = new scene::text();
scene::text* font_size_name_text = new scene::text();
scene::text* font_size_value_text = new scene::text();
scene::text* dyslexia_font_name_text = new scene::text();
scene::text* dyslexia_font_value_text = new scene::text();
scene::text* back_text = new scene::text();
// Build list of menu item texts
ctx.menu_item_texts.push_back({fullscreen_name_text, fullscreen_value_text});
ctx.menu_item_texts.push_back({resolution_name_text, resolution_value_text});
ctx.menu_item_texts.push_back({v_sync_name_text, v_sync_value_text});
ctx.menu_item_texts.push_back({font_size_name_text, font_size_value_text});
ctx.menu_item_texts.push_back({dyslexia_font_name_text, dyslexia_font_value_text});
ctx.menu_item_texts.push_back({back_text, nullptr});
// Set content of menu item texts
fullscreen_name_text->set_content((*ctx.strings)["graphics_menu_fullscreen"]);
resolution_name_text->set_content((*ctx.strings)["graphics_menu_resolution"]);
v_sync_name_text->set_content((*ctx.strings)["graphics_menu_v_sync"]);
font_size_name_text->set_content((*ctx.strings)["graphics_menu_font_size"]);
dyslexia_font_name_text->set_content((*ctx.strings)["graphics_menu_dyslexia_font"]);
back_text->set_content((*ctx.strings)["back"]);
update_value_text_content();
// Init menu item index
game::menu::init_menu_item_index(ctx, "graphics");
game::menu::update_text_color(ctx);
game::menu::update_text_font(ctx);
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
game::menu::add_text_to_ui(ctx);
game::menu::setup_animations(ctx);
// Construct menu item callbacks
auto toggle_fullscreen_callback = [this, &ctx]()
{
bool fullscreen = !ctx.app->is_fullscreen();
ctx.app->set_fullscreen(fullscreen);
if (!fullscreen)
{
int2 resolution;
resolution.x = (*ctx.config)["windowed_resolution"][0].get<int>();
resolution.y = (*ctx.config)["windowed_resolution"][1].get<int>();
ctx.app->resize_window(resolution.x, resolution.y);
}
this->update_value_text_content();
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
// Save display mode config
(*ctx.config)["fullscreen"] = fullscreen;
};
auto increase_resolution_callback = [this, &ctx]()
{
// Increase resolution
if (ctx.controls["menu_modifier"]->is_active())
ctx.render_resolution_scale += 0.05f;
else
ctx.render_resolution_scale += 0.25f;
// Limit resolution
if (ctx.render_resolution_scale > 2.0f)
ctx.render_resolution_scale = 2.0f;
// Resize framebuffers
game::graphics::change_render_resolution(ctx, ctx.render_resolution_scale);
// Update text
this->update_value_text_content();
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
// Update config
(*ctx.config)["render_resolution"] = ctx.render_resolution_scale;
};
auto decrease_resolution_callback = [this, &ctx]()
{
// Increase resolution
if (ctx.controls["menu_modifier"]->is_active())
ctx.render_resolution_scale -= 0.05f;
else
ctx.render_resolution_scale -= 0.25f;
// Limit resolution
if (ctx.render_resolution_scale < 0.25f)
ctx.render_resolution_scale = 0.25f;
// Resize framebuffers
game::graphics::change_render_resolution(ctx, ctx.render_resolution_scale);
// Update text
this->update_value_text_content();
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
// Update config
(*ctx.config)["render_resolution"] = ctx.render_resolution_scale;
};
auto toggle_v_sync_callback = [this, &ctx]()
{
bool v_sync = !ctx.app->get_v_sync();
ctx.app->set_v_sync(v_sync);
this->update_value_text_content();
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
// Save v-sync config
(*ctx.config)["v_sync"] = v_sync;
};
auto increase_font_size_callback = [this, &ctx]()
{
// Increase font size
if (ctx.controls["menu_modifier"]->is_active())
ctx.font_size += 0.01f;
else
ctx.font_size += 0.1f;
// Limit font size
if (ctx.font_size > 2.0f)
ctx.font_size = 2.0f;
// Update value text
this->update_value_text_content();
// Update config
(*ctx.config)["font_size"] = ctx.font_size;
// Reload fonts
ctx.logger->push_task("Reloading fonts");
try
{
game::load_fonts(ctx);
}
catch (...)
{
ctx.logger->pop_task(EXIT_FAILURE);
}
ctx.logger->pop_task(EXIT_SUCCESS);
// Refresh and realign text
game::menu::refresh_text(ctx);
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
};
auto decrease_font_size_callback = [this, &ctx]()
{
// Decrease font size
if (ctx.controls["menu_modifier"]->is_active())
ctx.font_size -= 0.01f;
else
ctx.font_size -= 0.1f;
// Limit font size
if (ctx.font_size < 0.1f)
ctx.font_size = 0.1f;
// Update value text
this->update_value_text_content();
// Update config
(*ctx.config)["font_size"] = ctx.font_size;
// Reload fonts
ctx.logger->push_task("Reloading fonts");
try
{
game::load_fonts(ctx);
}
catch (...)
{
ctx.logger->pop_task(EXIT_FAILURE);
}
ctx.logger->pop_task(EXIT_SUCCESS);
// Refresh and realign text
game::menu::refresh_text(ctx);
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
};
auto toggle_dyslexia_font_callback = [this, &ctx]()
{
ctx.dyslexia_font = !ctx.dyslexia_font;
// Update value text
this->update_value_text_content();
// Save dyslexia font config
(*ctx.config)["dyslexia_font"] = ctx.dyslexia_font;
// Reload fonts
ctx.logger->push_task("Reloading fonts");
try
{
game::load_fonts(ctx);
}
catch (...)
{
ctx.logger->pop_task(EXIT_FAILURE);
}
ctx.logger->pop_task(EXIT_SUCCESS);
// Refresh and realign text
game::menu::refresh_text(ctx);
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
};
auto select_back_callback = [&ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to options menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::options_menu(ctx));
}
);
}
);
};
// Build list of menu select callbacks
ctx.menu_select_callbacks.push_back(toggle_fullscreen_callback);
ctx.menu_select_callbacks.push_back(increase_resolution_callback);
ctx.menu_select_callbacks.push_back(toggle_v_sync_callback);
ctx.menu_select_callbacks.push_back(increase_font_size_callback);
ctx.menu_select_callbacks.push_back(toggle_dyslexia_font_callback);
ctx.menu_select_callbacks.push_back(select_back_callback);
// Build list of menu left callbacks
ctx.menu_left_callbacks.push_back(toggle_fullscreen_callback);
ctx.menu_left_callbacks.push_back(decrease_resolution_callback);
ctx.menu_left_callbacks.push_back(toggle_v_sync_callback);
ctx.menu_left_callbacks.push_back(decrease_font_size_callback);
ctx.menu_left_callbacks.push_back(toggle_dyslexia_font_callback);
ctx.menu_left_callbacks.push_back(nullptr);
// Build list of menu right callbacks
ctx.menu_right_callbacks.push_back(toggle_fullscreen_callback);
ctx.menu_right_callbacks.push_back(increase_resolution_callback);
ctx.menu_right_callbacks.push_back(toggle_v_sync_callback);
ctx.menu_right_callbacks.push_back(increase_font_size_callback);
ctx.menu_right_callbacks.push_back(toggle_dyslexia_font_callback);
ctx.menu_right_callbacks.push_back(nullptr);
// Set menu back callback
ctx.menu_back_callback = select_back_callback;
// Queue menu control setup
ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(ctx)));
// Fade in menu
game::menu::fade_in(ctx, nullptr);
ctx.logger->pop_task(EXIT_SUCCESS);
}
graphics_menu::~graphics_menu()
{
ctx.logger->push_task("Exiting graphics menu state");
// 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);
ctx.logger->pop_task(EXIT_SUCCESS);
}
void graphics_menu::update_value_text_content()
{
bool fullscreen = ctx.app->is_fullscreen();
float resolution = ctx.render_resolution_scale;
bool v_sync = ctx.app->get_v_sync();
float font_size = ctx.font_size;
bool dyslexia_font = ctx.dyslexia_font;
const std::string string_on = (*ctx.strings)["on"];
const std::string string_off = (*ctx.strings)["off"];
std::get<1>(ctx.menu_item_texts[0])->set_content((fullscreen) ? string_on : string_off);
std::get<1>(ctx.menu_item_texts[1])->set_content(std::to_string(static_cast<int>(std::round(resolution * 100.0f))) + "%");
std::get<1>(ctx.menu_item_texts[2])->set_content((v_sync) ? string_on : string_off);
std::get<1>(ctx.menu_item_texts[3])->set_content(std::to_string(static_cast<int>(std::round(font_size * 100.0f))) + "%");
std::get<1>(ctx.menu_item_texts[4])->set_content((dyslexia_font) ? string_on : string_off);
}
} // namespace state
} // namespace game