💿🐜 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/splash.hpp"
#include "game/state/main-menu.hpp"
#include "animation/screen-transition.hpp"
#include "animation/animation.hpp"
#include "animation/animator.hpp"
#include "animation/ease.hpp"
#include "application.hpp"
#include "render/passes/clear-pass.hpp"
#include "game/context.hpp"
#include "debug/log.hpp"
#include "resources/resource-manager.hpp"
#include "render/material-flags.hpp"
#include "math/linear-algebra.hpp"
namespace game {
namespace state {
splash::splash(game::context& ctx):
game::state::base(ctx),
skipped(false)
{
debug::log::trace("Entering splash state...");
// Enable color buffer clearing in UI pass
ctx.ui_clear_pass->set_cleared_buffers(true, true, false);
// Load splash texture
const gl::texture_2d* splash_texture = ctx.resource_manager->load<gl::texture_2d>("splash.tex");
// Get splash texture dimensions
auto splash_dimensions = splash_texture->get_dimensions();
// Construct splash billboard material
splash_billboard_material.set_blend_mode(render::blend_mode::translucent);
splash_billboard_material.set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
splash_billboard_material.add_property<const gl::texture_2d*>("background")->set_value(splash_texture);
render::material_property<float4>* splash_tint = splash_billboard_material.add_property<float4>("tint");
splash_tint->set_value(float4{1, 1, 1, 0});
splash_billboard_material.update_tweens();
// Construct splash billboard
splash_billboard.set_material(&splash_billboard_material);
splash_billboard.set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
splash_billboard.set_translation({0.0f, 0.0f, 0.0f});
splash_billboard.update_tweens();
// Add splash billboard to UI scene
ctx.ui_scene->add_object(&splash_billboard);
// Load animation timing configuration
const double splash_fade_in_duration = 0.5;
const double splash_duration = 2.0;
const double splash_fade_out_duration = 0.5;
// Construct splash fade in animation
splash_fade_in_animation.set_interpolator(ease<float>::out_cubic);
animation_channel<float>* splash_fade_in_opacity_channel = splash_fade_in_animation.add_channel(0);
splash_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f});
splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration, 1.0f});
splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration + splash_duration, 1.0f});
// Build splash fade out animation
splash_fade_out_animation.set_interpolator(ease<float>::out_cubic);
animation_channel<float>* splash_fade_out_opacity_channel = splash_fade_out_animation.add_channel(0);
splash_fade_out_opacity_channel->insert_keyframe({0.0, 1.0f});
splash_fade_out_opacity_channel->insert_keyframe({splash_fade_out_duration, 0.0f});
// Setup animation frame callbacks
auto set_splash_opacity = [splash_tint](int channel, const float& opacity)
{
splash_tint->set_value(float4{1, 1, 1, opacity});
};
splash_fade_in_animation.set_frame_callback(set_splash_opacity);
splash_fade_out_animation.set_frame_callback(set_splash_opacity);
// Trigger splash fade out animation when splash fade in animation ends
splash_fade_in_animation.set_end_callback
(
[this]()
{
this->splash_fade_out_animation.play();
}
);
// Trigger a state change when the splash fade out animation ends
splash_fade_out_animation.set_end_callback
(
[&ctx]()
{
// Queue change to main menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::main_menu(ctx, true));
}
);
}
);
// Add splash fade animations to animator
ctx.animator->add_animation(&splash_fade_in_animation);
ctx.animator->add_animation(&splash_fade_out_animation);
// Start splash fade in animation
splash_fade_in_animation.play();
// Set up splash skipper
input_mapped_subscription = ctx.input_mapper.get_input_mapped_channel().subscribe
(
[this](const auto& event)
{
auto mapping_type = event.mapping->get_mapping_type();
if (!this->skipped &&
mapping_type != input::mapping_type::gamepad_axis &&
mapping_type != input::mapping_type::mouse_motion &&
mapping_type != input::mapping_type::mouse_scroll)
{
this->skipped = true;
this->ctx.function_queue.emplace
(
[&ctx = this->ctx]()
{
// Black out screen
ctx.rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
ctx.rasterizer->clear_framebuffer(true, false, false);
ctx.app->swap_buffers();
// Change to main menu state
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::main_menu(ctx, true));
}
);
}
}
);
ctx.input_mapper.connect(ctx.app->get_device_manager().get_event_queue());
debug::log::trace("Entered splash state");
}
splash::~splash()
{
debug::log::trace("Exiting splash state...");
// Disable splash skipper
ctx.input_mapper.disconnect();
// Remove splash fade animations from animator
ctx.animator->remove_animation(&splash_fade_in_animation);
ctx.animator->remove_animation(&splash_fade_out_animation);
// Remove splash billboard from UI scene
ctx.ui_scene->remove_object(&splash_billboard);
// Unload splash texture
ctx.resource_manager->unload("splash.tex");
// Disable color buffer clearing in UI pass
ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
debug::log::trace("Exited splash state");
}
} // namespace state
} // namespace game