💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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/states/main-menu.hpp"
#include "game/states/title.hpp"
#include "game/states/options-menu.hpp"
#include "game/states/forage.hpp"
#include "game/states/nuptial-flight.hpp"
#include "game/states/credits.hpp"
#include "game/menu.hpp"
#include "render/passes/clear-pass.hpp"
#include "resources/resource-manager.hpp"
#include "render/model.hpp"
#include "animation/animation.hpp"
#include "animation/animator.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "animation/timeline.hpp"
#include "application.hpp"
#include <limits>
namespace game {
namespace state {
namespace main_menu {
void enter(game::context* ctx)
{
ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
// Construct menu item texts
scene::text* start_text = new scene::text();
scene::text* options_text = new scene::text();
scene::text* credits_text = new scene::text();
scene::text* quit_text = new scene::text();
// Build list of menu item texts
ctx->menu_item_texts.push_back({start_text, nullptr});
ctx->menu_item_texts.push_back({options_text, nullptr});
ctx->menu_item_texts.push_back({credits_text, nullptr});
ctx->menu_item_texts.push_back({quit_text, nullptr});
// Set content of menu item texts
start_text->set_content((*ctx->strings)["main_menu_start"]);
options_text->set_content((*ctx->strings)["main_menu_options"]);
credits_text->set_content((*ctx->strings)["main_menu_credits"]);
quit_text->set_content((*ctx->strings)["main_menu_quit"]);
// Init menu item index
game::menu::init_menu_item_index(ctx, "main");
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);
auto select_start_callback = [ctx]()
{
// Disable controls and menu callbacks
game::menu::clear_controls(ctx);
game::menu::clear_callbacks(ctx);
// Create change state function
auto change_state_nuptial_flight = [ctx]()
{
application::state next_state;
next_state.name = "nuptial_flight";
next_state.enter = std::bind(game::state::nuptial_flight::enter, ctx);
next_state.exit = std::bind(game::state::nuptial_flight::exit, ctx);
ctx->app->change_state(next_state);
};
// Set up timing
const float fade_out_duration = 1.0f;
// Schedule state change
timeline* timeline = ctx->timeline;
float t = timeline->get_position();
timeline->add_sequence({{t + fade_out_duration, change_state_nuptial_flight}});
// Start fade out to white
ctx->fade_transition_color->set_value({1, 1, 1});
ctx->fade_transition->transition(fade_out_duration, false, ease<float>::out_quad, false);
};
auto select_options_callback = [ctx]()
{
application::state next_state;
next_state.name = "options_menu";
next_state.enter = std::bind(game::state::options_menu::enter, ctx);
next_state.exit = std::bind(game::state::options_menu::exit, ctx);
ctx->app->change_state(next_state);
};
auto select_credits_callback = [ctx]()
{
application::state next_state;
next_state.name = "credits";
next_state.enter = std::bind(game::state::credits::enter, ctx);
next_state.exit = std::bind(game::state::credits::exit, ctx);
ctx->app->change_state(next_state);
};
auto select_quit_callback = [ctx]()
{
ctx->app->close(EXIT_SUCCESS);
};
auto menu_back_callback = [ctx]()
{
application::state next_state;
next_state.name = "title";
next_state.enter = std::bind(game::state::title::enter, ctx);
next_state.exit = std::bind(game::state::title::exit, ctx);
ctx->app->change_state(next_state);
};
// Build list of menu select callbacks
ctx->menu_select_callbacks.push_back(select_start_callback);
ctx->menu_select_callbacks.push_back(select_options_callback);
ctx->menu_select_callbacks.push_back(select_credits_callback);
ctx->menu_select_callbacks.push_back(select_quit_callback);
// Build list of menu left callbacks
ctx->menu_left_callbacks.push_back(nullptr);
ctx->menu_left_callbacks.push_back(nullptr);
ctx->menu_left_callbacks.push_back(nullptr);
ctx->menu_left_callbacks.push_back(nullptr);
// Build list of menu right callbacks
ctx->menu_right_callbacks.push_back(nullptr);
ctx->menu_right_callbacks.push_back(nullptr);
ctx->menu_right_callbacks.push_back(nullptr);
ctx->menu_right_callbacks.push_back(nullptr);
// Set menu back callback
ctx->menu_back_callback = menu_back_callback;
// Setup menu controls
game::menu::setup_controls(ctx);
}
void exit(game::context* ctx)
{
// Destruct menu
game::menu::clear_controls(ctx);
game::menu::clear_callbacks(ctx);
game::menu::remove_text_from_ui(ctx);
game::menu::delete_text(ctx);
ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
}
} // namespace main_menu
} // namespace state
} // namespace game