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