💿🐜 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/main-menu.hpp"
#include "game/state/options-menu.hpp"
#include "game/state/extras-menu.hpp"
#include "game/state/nuptial-flight.hpp"
#include "game/world.hpp"
#include "game/menu.hpp"
#include "game/ecoregion.hpp"
#include "game/ant/swarm.hpp"
#include "render/passes/clear-pass.hpp"
#include "render/passes/ground-pass.hpp"
#include "render/passes/sky-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 "application.hpp"
#include "config.hpp"
#include "physics/light/exposure.hpp"
#include "game/component/model.hpp"
#include "game/component/steering.hpp"
#include "game/component/transform.hpp"
#include "math/projection.hpp"
#include <limits>
#include "game/strings.hpp"
#include "utility/hash/fnv1a.hpp"
using namespace hash::literals;
namespace game {
namespace state {
main_menu::main_menu(game::context& ctx, bool fade_in):
game::state::base(ctx)
{
debug::log::trace("Entering main menu state...");
ctx.ui_clear_pass->set_cleared_buffers(true, true, false);
// Construct title text
title_text.set_material(&ctx.title_font_material);
title_text.set_color({1.0f, 1.0f, 1.0f, (fade_in) ? 1.0f : 0.0f});
title_text.set_font(&ctx.title_font);
title_text.set_content(get_string(ctx, "title_antkeeper"_fnv1a32));
// Align title text
const auto& title_aabb = static_cast<const geom::aabb<float>&>(title_text.get_local_bounds());
float title_w = title_aabb.max_point.x() - title_aabb.min_point.x();
float title_h = title_aabb.max_point.y() - title_aabb.min_point.y();
title_text.set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f + (ctx.app->get_viewport_size().y() / 3.0f) / 2.0f), 0.0f});
title_text.update_tweens();
// Add title text to UI
ctx.ui_scene->add_object(&title_text);
// Construct title fade animation
title_fade_animation.set_interpolator(ease<float>::out_cubic);
animation_channel<float>* opacity_channel = title_fade_animation.add_channel(0);
title_fade_animation.set_frame_callback
(
[this, &ctx](int channel, const float& opacity)
{
float4 color = this->title_text.get_color();
color[3] = opacity;
this->title_text.set_color(color);
}
);
ctx.animator->add_animation(&title_fade_animation);
// Construct menu item texts
scene::text* start_text = new scene::text();
scene::text* options_text = new scene::text();
scene::text* extras_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({extras_text, nullptr});
ctx.menu_item_texts.push_back({quit_text, nullptr});
// Set content of menu item texts
start_text->set_content(get_string(ctx, "main_menu_start"_fnv1a32));
options_text->set_content(get_string(ctx, "main_menu_options"_fnv1a32));
extras_text->set_content(get_string(ctx, "main_menu_extras"_fnv1a32));
quit_text->set_content(get_string(ctx, "main_menu_quit"_fnv1a32));
// 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, true, false, (-ctx.app->get_viewport_size().y() / 3.0f) / 2.0f);
game::menu::update_text_tweens(ctx);
game::menu::add_text_to_ui(ctx);
game::menu::setup_animations(ctx);
auto select_start_callback = [this, &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]()
{
// Queue change to nuptial state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::nuptial_flight(ctx));
}
);
};
// Fade out title
this->fade_out_title();
// Fade out menu
game::menu::fade_out(ctx, nullptr);
// Start fade out to white
ctx.fade_transition_color->set_value({1, 1, 1});
ctx.fade_transition->transition(config::new_colony_fade_out_duration, false, ease<float>::out_cubic, false, change_state_nuptial_flight);
};
auto select_options_callback = [this, &ctx]()
{
game::menu::clear_controls(ctx);
// Fade out title
this->fade_out_title();
// Fade out menu
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to options menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::options_menu(ctx));
}
);
}
);
};
auto select_extras_callback = [this, &ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
// Fade out title
this->fade_out_title();
// Fade out menu
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to extras menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::extras_menu(ctx));
}
);
}
);
};
auto select_quit_callback = [this, &ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
// Fade out title
this->fade_out_title();
// Fade out menu
game::menu::fade_out(ctx, nullptr);
// Fade to black then quit
ctx.fade_transition->transition(config::quit_fade_out_duration, false, ease<float>::out_cubic, false, std::bind(&application::close, ctx.app));
};
// 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_extras_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 = select_quit_callback;
// Queue menu control setup
ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(ctx)));
if (fade_in)
{
// Fade in from black
ctx.fade_transition->transition(config::title_fade_in_duration, true, ease<float>::out_cubic);
}
else
{
// Fade in text
fade_in_title();
game::menu::fade_in(ctx, nullptr);
}
if (ctx.entities.find("earth") == ctx.entities.end())
{
game::world::cosmogenesis(ctx);
game::world::create_observer(ctx);
//game::world::enter_ecoregion(ctx, *ctx.resource_manager->load<game::ecoregion>("seedy-scrub.eco"));
}
// Set world time
game::world::set_time(ctx, 2022, 6, 21, 12, 0, 0.0);
// Set world time scale
game::world::set_time_scale(ctx, 0.0);
ctx.surface_camera->set_active(true);
const float ev100_sunny16 = physics::light::ev::from_settings(16.0f, 1.0f / 100.0f, 100.0f);
ctx.surface_camera->set_exposure(ev100_sunny16);
const auto& viewport_size = ctx.app->get_viewport_size();
const float aspect_ratio = static_cast<float>(viewport_size[0]) / static_cast<float>(viewport_size[1]);
float fov = math::vertical_fov(math::radians(100.0f), aspect_ratio);
ctx.surface_camera->look_at({0, 2.0f, 0}, {0, 0, 0}, {0, 0, 1});
ctx.surface_camera->set_perspective(fov, ctx.surface_camera->get_aspect_ratio(), ctx.surface_camera->get_clip_near(), ctx.surface_camera->get_clip_far());
ctx.surface_camera->update_tweens();
// Setup and enable sky and ground passes
ctx.sky_pass->set_enabled(true);
ctx.ground_pass->set_enabled(true);
// Disable UI color clear
ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
//if (!ctx.menu_bg_billboard->is_active())
// game::menu::fade_in_bg(ctx);
debug::log::trace("Entered main menu state");
}
main_menu::~main_menu()
{
debug::log::trace("Exiting main menu state...");
// Destruct menu
game::menu::clear_controls(ctx);
game::menu::clear_callbacks(ctx);
game::menu::delete_animations(ctx);
game::menu::remove_text_from_ui(ctx);
game::menu::delete_text(ctx);
// Hide menu BG
ctx.menu_bg_billboard->set_active(false);
// Destruct title animation
ctx.animator->remove_animation(&title_fade_animation);
// Destruct title text
ctx.ui_scene->remove_object(&title_text);
debug::log::trace("Exited main menu state");
}
void main_menu::fade_in_title()
{
animation_channel<float>* opacity_channel = title_fade_animation.get_channel(0);
opacity_channel->remove_keyframes();
opacity_channel->insert_keyframe({0.0, 0.0f});
opacity_channel->insert_keyframe({config::menu_fade_in_duration, 1.0f});
title_fade_animation.stop();
title_fade_animation.play();
}
void main_menu::fade_out_title()
{
animation_channel<float>* opacity_channel = title_fade_animation.get_channel(0);
opacity_channel->remove_keyframes();
opacity_channel->insert_keyframe({0.0, 1.0f});
opacity_channel->insert_keyframe({config::menu_fade_out_duration, 0.0f});
title_fade_animation.stop();
title_fade_animation.play();
}
} // namespace state
} // namespace game