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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/graphics-menu.hpp"
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#include "game/state/options-menu.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/fonts.hpp"
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#include "game/menu.hpp"
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#include "game/graphics.hpp"
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#include "animation/timeline.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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static void update_value_text_content(game::context* ctx);
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graphics_menu::graphics_menu(game::context& ctx):
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game::state::base(ctx)
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{
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debug::log::trace("Entering graphics menu state...");
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// Construct menu item texts
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scene::text* fullscreen_name_text = new scene::text();
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scene::text* fullscreen_value_text = new scene::text();
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scene::text* resolution_name_text = new scene::text();
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scene::text* resolution_value_text = new scene::text();
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scene::text* v_sync_name_text = new scene::text();
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scene::text* v_sync_value_text = new scene::text();
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scene::text* aa_method_name_text = new scene::text();
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scene::text* aa_method_value_text = new scene::text();
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scene::text* font_scale_name_text = new scene::text();
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scene::text* font_scale_value_text = new scene::text();
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scene::text* dyslexia_font_name_text = new scene::text();
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scene::text* dyslexia_font_value_text = new scene::text();
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scene::text* back_text = new scene::text();
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// Build list of menu item texts
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ctx.menu_item_texts.push_back({fullscreen_name_text, fullscreen_value_text});
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ctx.menu_item_texts.push_back({resolution_name_text, resolution_value_text});
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ctx.menu_item_texts.push_back({v_sync_name_text, v_sync_value_text});
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ctx.menu_item_texts.push_back({aa_method_name_text, aa_method_value_text});
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ctx.menu_item_texts.push_back({font_scale_name_text, font_scale_value_text});
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ctx.menu_item_texts.push_back({dyslexia_font_name_text, dyslexia_font_value_text});
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ctx.menu_item_texts.push_back({back_text, nullptr});
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// Set content of menu item texts
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fullscreen_name_text->set_content(get_string(ctx, "graphics_menu_fullscreen"_fnv1a32));
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resolution_name_text->set_content(get_string(ctx, "graphics_menu_resolution"_fnv1a32));
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v_sync_name_text->set_content(get_string(ctx, "graphics_menu_v_sync"_fnv1a32));
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aa_method_name_text->set_content(get_string(ctx, "graphics_menu_aa_method"_fnv1a32));
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font_scale_name_text->set_content(get_string(ctx, "graphics_menu_font_scale"_fnv1a32));
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dyslexia_font_name_text->set_content(get_string(ctx, "graphics_menu_dyslexia_font"_fnv1a32));
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back_text->set_content(get_string(ctx, "back"_fnv1a32));
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update_value_text_content();
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// Init menu item index
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game::menu::init_menu_item_index(ctx, "graphics");
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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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game::menu::setup_animations(ctx);
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// Construct menu item callbacks
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auto toggle_fullscreen_callback = [this, &ctx]()
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{
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bool fullscreen = !ctx.app->is_fullscreen();
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ctx.app->set_fullscreen(fullscreen);
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this->update_value_text_content();
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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// Update fullscreen settings
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(*ctx.settings)["fullscreen"_fnv1a32] = fullscreen;
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};
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auto increase_resolution_callback = [this, &ctx]()
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{
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// Increase resolution
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if (ctx.menu_modifier_control.is_active())
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ctx.render_scale += 0.05f;
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else
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ctx.render_scale += 0.25f;
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// Limit resolution
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if (ctx.render_scale > 2.0f)
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ctx.render_scale = 2.0f;
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// Update render scale setting
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(*ctx.settings)["render_scale"_fnv1a32] = ctx.render_scale;
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// Resize framebuffers
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game::graphics::change_render_resolution(ctx, ctx.render_scale);
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// Update text
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this->update_value_text_content();
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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};
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auto decrease_resolution_callback = [this, &ctx]()
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{
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// Increase resolution
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if (ctx.menu_modifier_control.is_active())
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ctx.render_scale -= 0.05f;
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else
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ctx.render_scale -= 0.25f;
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// Limit resolution
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if (ctx.render_scale < 0.25f)
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ctx.render_scale = 0.25f;
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// Update render scale setting
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(*ctx.settings)["render_scale"_fnv1a32] = ctx.render_scale;
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// Resize framebuffers
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game::graphics::change_render_resolution(ctx, ctx.render_scale);
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// Update text
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this->update_value_text_content();
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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};
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auto toggle_v_sync_callback = [this, &ctx]()
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{
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bool v_sync = !ctx.app->get_v_sync();
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// Update v-sync setting
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(*ctx.settings)["v_sync"_fnv1a32] = v_sync;
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ctx.app->set_v_sync(v_sync);
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this->update_value_text_content();
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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};
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auto next_aa_method_callback = [this, &ctx]()
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{
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switch (ctx.anti_aliasing_method)
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{
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case render::anti_aliasing_method::none:
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ctx.anti_aliasing_method = render::anti_aliasing_method::fxaa;
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break;
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case render::anti_aliasing_method::fxaa:
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ctx.anti_aliasing_method = render::anti_aliasing_method::none;
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break;
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}
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// Update anti-aliasing method setting
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(*ctx.settings)["anti_aliasing_method"_fnv1a32] = std::to_underlying(ctx.anti_aliasing_method);
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game::graphics::select_anti_aliasing_method(ctx, ctx.anti_aliasing_method);
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// Update value text
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this->update_value_text_content();
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// Refresh and realign text
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game::menu::refresh_text(ctx);
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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};
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auto previous_aa_method_callback = [this, &ctx]()
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{
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switch (ctx.anti_aliasing_method)
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{
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case render::anti_aliasing_method::none:
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ctx.anti_aliasing_method = render::anti_aliasing_method::fxaa;
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break;
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case render::anti_aliasing_method::fxaa:
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ctx.anti_aliasing_method = render::anti_aliasing_method::none;
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break;
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}
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// Update anti-aliasing method setting
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(*ctx.settings)["anti_aliasing_method"_fnv1a32] = std::to_underlying(ctx.anti_aliasing_method);
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game::graphics::select_anti_aliasing_method(ctx, ctx.anti_aliasing_method);
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// Update value text
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this->update_value_text_content();
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// Refresh and realign text
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game::menu::refresh_text(ctx);
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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};
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auto increase_font_scale_callback = [this, &ctx]()
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{
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// Increase font scale
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if (ctx.menu_modifier_control.is_active())
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ctx.font_scale += 0.01f;
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else
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ctx.font_scale += 0.1f;
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// Limit font scale
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if (ctx.font_scale > 2.0f)
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ctx.font_scale = 2.0f;
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// Update font scale setting
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(*ctx.settings)["font_scale"_fnv1a32] = ctx.font_scale;
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// Update value text
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this->update_value_text_content();
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// Reload fonts
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debug::log::trace("Reloading fonts...");
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game::load_fonts(ctx);
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debug::log::trace("Reloaded fonts");
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// Refresh and realign text
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game::menu::refresh_text(ctx);
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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};
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auto decrease_font_scale_callback = [this, &ctx]()
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{
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// Decrease font scale
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if (ctx.menu_modifier_control.is_active())
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ctx.font_scale -= 0.01f;
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else
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ctx.font_scale -= 0.1f;
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// Limit font scale
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if (ctx.font_scale < 0.1f)
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ctx.font_scale = 0.1f;
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// Update font scale setting
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(*ctx.settings)["font_scale"_fnv1a32] = ctx.font_scale;
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// Update value text
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this->update_value_text_content();
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// Reload fonts
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debug::log::trace("Reloading fonts...");
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game::load_fonts(ctx);
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debug::log::trace("Reloaded fonts");
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// Refresh and realign text
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game::menu::refresh_text(ctx);
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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};
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auto toggle_dyslexia_font_callback = [this, &ctx]()
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{
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ctx.dyslexia_font = !ctx.dyslexia_font;
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// Update value text
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this->update_value_text_content();
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// Save dyslexia font setting
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(*ctx.settings)["dyslexia_font"_fnv1a32] = ctx.dyslexia_font;
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// Reload fonts
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debug::log::trace("Reloading fonts...");
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game::load_fonts(ctx);
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debug::log::trace("Reloaded fonts");
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// Refresh and realign text
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game::menu::refresh_text(ctx);
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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};
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auto select_back_callback = [&ctx]()
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{
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// Disable controls
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game::menu::clear_controls(ctx);
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game::menu::fade_out
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(
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ctx,
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[&ctx]()
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{
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// Queue change to options menu state
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ctx.function_queue.push
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(
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[&ctx]()
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{
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ctx.state_machine.pop();
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ctx.state_machine.emplace(new game::state::options_menu(ctx));
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}
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);
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}
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);
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};
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// Build list of menu select callbacks
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ctx.menu_select_callbacks.push_back(toggle_fullscreen_callback);
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ctx.menu_select_callbacks.push_back(increase_resolution_callback);
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ctx.menu_select_callbacks.push_back(toggle_v_sync_callback);
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ctx.menu_select_callbacks.push_back(next_aa_method_callback);
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ctx.menu_select_callbacks.push_back(increase_font_scale_callback);
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ctx.menu_select_callbacks.push_back(toggle_dyslexia_font_callback);
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ctx.menu_select_callbacks.push_back(select_back_callback);
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// Build list of menu left callbacks
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ctx.menu_left_callbacks.push_back(toggle_fullscreen_callback);
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ctx.menu_left_callbacks.push_back(decrease_resolution_callback);
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ctx.menu_left_callbacks.push_back(toggle_v_sync_callback);
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ctx.menu_left_callbacks.push_back(previous_aa_method_callback);
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ctx.menu_left_callbacks.push_back(decrease_font_scale_callback);
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ctx.menu_left_callbacks.push_back(toggle_dyslexia_font_callback);
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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(toggle_fullscreen_callback);
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ctx.menu_right_callbacks.push_back(increase_resolution_callback);
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ctx.menu_right_callbacks.push_back(toggle_v_sync_callback);
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ctx.menu_right_callbacks.push_back(next_aa_method_callback);
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ctx.menu_right_callbacks.push_back(increase_font_scale_callback);
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ctx.menu_right_callbacks.push_back(toggle_dyslexia_font_callback);
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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 = select_back_callback;
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// Queue menu control setup
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ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(ctx)));
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// Fade in menu
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game::menu::fade_in(ctx, nullptr);
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debug::log::trace("Entered graphics menu state");
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}
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graphics_menu::~graphics_menu()
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{
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debug::log::trace("Exiting graphics menu state...");
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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::delete_animations(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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debug::log::trace("Exited graphics menu state");
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}
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void graphics_menu::update_value_text_content()
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{
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const bool fullscreen = ctx.app->is_fullscreen();
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const float render_scale = ctx.render_scale;
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const bool v_sync = ctx.app->get_v_sync();
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const int aa_method_index = static_cast<int>(ctx.anti_aliasing_method);
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const float font_scale = ctx.font_scale;
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const bool dyslexia_font = ctx.dyslexia_font;
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const std::string string_on = get_string(ctx, "on"_fnv1a32);
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const std::string string_off = get_string(ctx, "off"_fnv1a32);
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/*
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const std::string string_quality[4] =
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{
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(*ctx.strings)["off"],
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(*ctx.strings)["quality_low"],
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(*ctx.strings)["quality_medium"],
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(*ctx.strings)["quality_high"]
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};
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*/
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const std::string string_aa_methods[2] =
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{
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get_string(ctx, "graphics_menu_aa_method_none"_fnv1a32),
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get_string(ctx, "graphics_menu_aa_method_fxaa"_fnv1a32)
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};
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std::get<1>(ctx.menu_item_texts[0])->set_content((fullscreen) ? string_on : string_off);
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std::get<1>(ctx.menu_item_texts[1])->set_content(std::to_string(static_cast<int>(std::round(render_scale * 100.0f))) + "%");
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std::get<1>(ctx.menu_item_texts[2])->set_content((v_sync) ? string_on : string_off);
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std::get<1>(ctx.menu_item_texts[3])->set_content(string_aa_methods[aa_method_index]);
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std::get<1>(ctx.menu_item_texts[5])->set_content(std::to_string(static_cast<int>(std::round(font_scale * 100.0f))) + "%");
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std::get<1>(ctx.menu_item_texts[6])->set_content((dyslexia_font) ? string_on : string_off);
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}
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} // namespace state
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} // namespace game
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