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/*
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* Copyright (C) 2023 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/credits.hpp"
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#include "game/state/extras-menu.hpp"
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#include "game/context.hpp"
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#include "animation/ease.hpp"
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#include "animation/animation.hpp"
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#include "animation/animator.hpp"
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#include "application.hpp"
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#include "scene/text.hpp"
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#include "debug/log.hpp"
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#include "game/strings.hpp"
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#include "utility/hash/fnv1a.hpp"
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using namespace hash::literals;
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namespace game {
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namespace state {
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credits::credits(game::context& ctx):
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game::state::base(ctx)
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{
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debug::log::trace("Entering credits state...");
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// Construct credits text
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credits_text.set_material(&ctx.menu_font_material);
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credits_text.set_font(&ctx.menu_font);
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credits_text.set_color({1.0f, 1.0f, 1.0f, 0.0f});
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credits_text.set_content(get_string(ctx, "credits"_fnv1a32));
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// Align credits text
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const auto& credits_aabb = static_cast<const geom::aabb<float>&>(credits_text.get_local_bounds());
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float credits_w = credits_aabb.max_point.x() - credits_aabb.min_point.x();
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float credits_h = credits_aabb.max_point.y() - credits_aabb.min_point.y();
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credits_text.set_translation({std::round(-credits_w * 0.5f), std::round(-credits_h * 0.5f), 0.0f});
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credits_text.update_tweens();
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// Set up animation timing configuration
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const double credits_fade_in_duration = 0.5;
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const double credits_scroll_duration = 5.0;
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auto set_credits_opacity = [this](int channel, const float& opacity)
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{
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this->credits_text.set_color({1.0f, 1.0f, 1.0f, opacity});
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};
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// Build credits fade in animation
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credits_fade_in_animation.set_interpolator(ease<float>::in_quad);
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animation_channel<float>* credits_fade_in_opacity_channel = credits_fade_in_animation.add_channel(0);
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credits_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f});
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credits_fade_in_opacity_channel->insert_keyframe({credits_fade_in_duration, 1.0f});
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credits_fade_in_animation.set_frame_callback(set_credits_opacity);
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// Add credits animations to animator
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ctx.animator->add_animation(&credits_fade_in_animation);
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// Start credits fade in animation
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credits_fade_in_animation.play();
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// Set up credits skipper
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input_mapped_subscription = ctx.input_mapper.get_input_mapped_channel().subscribe
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(
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[this, &ctx](const auto& event)
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{
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auto mapping_type = event.mapping->get_mapping_type();
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if (mapping_type != input::mapping_type::gamepad_axis &&
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mapping_type != input::mapping_type::mouse_motion &&
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mapping_type != input::mapping_type::mouse_scroll)
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{
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if (this->credits_text.get_color()[3] > 0.0f)
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{
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// Change state
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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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ctx.input_mapper.connect(ctx.app->get_device_manager().get_event_queue());
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ctx.ui_scene->add_object(&credits_text);
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debug::log::trace("Entered credits state");
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}
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credits::~credits()
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{
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debug::log::trace("Exiting credits state...");
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// Disable credits skipper
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ctx.input_mapper.disconnect();
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// Destruct credits text
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ctx.ui_scene->remove_object(&credits_text);
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// Destruct credits animations
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ctx.animator->remove_animation(&credits_fade_in_animation);
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debug::log::trace("Exited credits state");
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}
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} // namespace state
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} // namespace game
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