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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/main-menu.hpp"
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#include "game/states/title.hpp"
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#include "game/states/options-menu.hpp"
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#include "game/states/forage.hpp"
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#include "game/states/nuptial-flight.hpp"
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#include "game/states/credits.hpp"
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#include "game/menu.hpp"
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#include "render/passes/clear-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 "animation/timeline.hpp"
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#include "application.hpp"
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#include <limits>
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namespace game {
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namespace state {
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namespace main_menu {
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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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// 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* credits_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({credits_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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credits_text->set_content((*ctx->strings)["main_menu_credits"]);
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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);
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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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auto select_start_callback = [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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application::state next_state;
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next_state.name = "nuptial_flight";
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next_state.enter = std::bind(game::state::nuptial_flight::enter, ctx);
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next_state.exit = std::bind(game::state::nuptial_flight::exit, ctx);
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ctx->app->change_state(next_state);
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};
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// Set up timing
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const float fade_out_duration = 1.0f;
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// Schedule state change
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timeline* timeline = ctx->timeline;
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float t = timeline->get_position();
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timeline->add_sequence({{t + fade_out_duration, change_state_nuptial_flight}});
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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(fade_out_duration, false, ease<float>::out_quad, false);
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};
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auto select_options_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 select_credits_callback = [ctx]()
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{
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application::state next_state;
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next_state.name = "credits";
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next_state.enter = std::bind(game::state::credits::enter, ctx);
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next_state.exit = std::bind(game::state::credits::exit, ctx);
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ctx->app->change_state(next_state);
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};
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auto select_quit_callback = [ctx]()
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{
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ctx->app->close(EXIT_SUCCESS);
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};
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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 = "title";
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next_state.enter = std::bind(game::state::title::enter, ctx);
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next_state.exit = std::bind(game::state::title::exit, ctx);
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ctx->app->change_state(next_state);
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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_credits_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 = menu_back_callback;
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// Setup menu controls
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game::menu::setup_controls(ctx);
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}
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void exit(game::context* ctx)
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{
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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::remove_text_from_ui(ctx);
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game::menu::delete_text(ctx);
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ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
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}
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} // namespace main_menu
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} // namespace state
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} // namespace game
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