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/*
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* Copyright (C) 2021 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/states/main-menu.hpp"
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#include "game/states/title.hpp"
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#include "game/states/options-menu.hpp"
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#include "game/states/forage.hpp"
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#include "game/states/nuptial-flight.hpp"
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#include "game/states/credits.hpp"
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#include "render/passes/clear-pass.hpp"
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#include "resources/resource-manager.hpp"
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#include "render/model.hpp"
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#include "animation/animation.hpp"
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#include "animation/animator.hpp"
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#include "animation/screen-transition.hpp"
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#include "animation/ease.hpp"
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#include "animation/timeline.hpp"
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#include "application.hpp"
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#include <limits>
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namespace game {
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namespace state {
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namespace main_menu {
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void enter(game::context* ctx, int main_menu_index)
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{
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ctx->main_menu_index = main_menu_index;
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ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
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// Construct main menu texts
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ctx->main_menu_start_text = new scene::text();
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ctx->main_menu_options_text = new scene::text();
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ctx->main_menu_credits_text = new scene::text();
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ctx->main_menu_quit_text = new scene::text();
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// Set content of texts
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ctx->main_menu_start_text->set_content((*ctx->strings)["main_menu_start"]);
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ctx->main_menu_options_text->set_content((*ctx->strings)["main_menu_options"]);
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ctx->main_menu_credits_text->set_content((*ctx->strings)["main_menu_credits"]);
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ctx->main_menu_quit_text->set_content((*ctx->strings)["main_menu_quit"]);
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std::vector<scene::text*> texts;
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texts.push_back(ctx->main_menu_start_text);
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texts.push_back(ctx->main_menu_options_text);
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texts.push_back(ctx->main_menu_credits_text);
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texts.push_back(ctx->main_menu_quit_text);
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float offset_y = 0.0f;
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float menu_height = texts.size() * ctx->menu_font.get_font_metrics().linespace;
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float menu_y = menu_height * 0.5f - ctx->menu_font.get_font_metrics().linespace * 0.5f;
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for (std::size_t i = 0; i < texts.size(); ++i)
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{
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scene::text* text = texts[i];
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text->set_material(&ctx->menu_font_material);
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text->set_font(&ctx->menu_font);
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text->set_color({1.0f, 1.0f, 1.0f, 0.5f});
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ctx->ui_scene->add_object(text);
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// Align text
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const auto& bounds = static_cast<const geom::aabb<float>&>(text->get_local_bounds());
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float w = bounds.max_point.x - bounds.min_point.x;
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float x = -w * 0.5f;
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float y = menu_y - ctx->menu_font.get_font_metrics().linespace * i;
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text->set_translation({std::round(x), std::round(y), 0.0f});
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}
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float advance_x = ctx->menu_font.get_glyph_metrics(U' ').horizontal_advance * 2.0f;
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const auto& text_aabb = static_cast<const geom::aabb<float>&>(ctx->main_menu_start_text->get_local_bounds());
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const auto& text_translation = ctx->main_menu_start_text->get_translation();
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ctx->main_menu_start_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
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ctx->controls["menu_down"]->set_activated_callback
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(
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[ctx]()
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{
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++ctx->main_menu_index;
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if (ctx->main_menu_index > 3)
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ctx->main_menu_index = 0;
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float4 active_color{1.0f, 1.0f, 1.0f, 1.0f};
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float4 inactive_color{1.0f, 1.0f, 1.0f, 0.5f};
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ctx->main_menu_start_text->set_color((ctx->main_menu_index == 0) ? active_color : inactive_color);
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ctx->main_menu_options_text->set_color((ctx->main_menu_index == 1) ? active_color : inactive_color);
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ctx->main_menu_credits_text->set_color((ctx->main_menu_index == 2) ? active_color : inactive_color);
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ctx->main_menu_quit_text->set_color((ctx->main_menu_index == 3) ? active_color : inactive_color);
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}
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);
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ctx->controls["menu_up"]->set_activated_callback
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(
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[ctx]()
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{
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--ctx->main_menu_index;
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if (ctx->main_menu_index < 0)
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ctx->main_menu_index = 3;
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float4 active_color{1.0f, 1.0f, 1.0f, 1.0f};
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float4 inactive_color{1.0f, 1.0f, 1.0f, 0.5f};
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ctx->main_menu_start_text->set_color((ctx->main_menu_index == 0) ? active_color : inactive_color);
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ctx->main_menu_options_text->set_color((ctx->main_menu_index == 1) ? active_color : inactive_color);
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ctx->main_menu_credits_text->set_color((ctx->main_menu_index == 2) ? active_color : inactive_color);
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ctx->main_menu_quit_text->set_color((ctx->main_menu_index == 3) ? active_color : inactive_color);
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}
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);
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ctx->controls["menu_back"]->set_activated_callback
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(
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[ctx]()
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{
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application::state next_state;
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next_state.name = "title";
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next_state.enter = std::bind(game::state::title::enter, ctx);
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next_state.exit = std::bind(game::state::title::exit, ctx);
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ctx->app->change_state(next_state);
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}
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);
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ctx->controls["menu_select"]->set_activated_callback
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(
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[ctx]()
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{
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if (ctx->main_menu_index == 0)
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{
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// Disable menu controls
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ctx->controls["menu_down"]->set_activated_callback(nullptr);
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ctx->controls["menu_up"]->set_activated_callback(nullptr);
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ctx->controls["menu_select"]->set_activated_callback(nullptr);
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// Create change state function
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auto change_state_nuptial_flight = [ctx]()
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{
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application::state next_state;
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next_state.name = "nuptial_flight";
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next_state.enter = std::bind(game::state::nuptial_flight::enter, ctx);
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next_state.exit = std::bind(game::state::nuptial_flight::exit, ctx);
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ctx->app->change_state(next_state);
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};
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// Set up timing
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const float fade_out_duration = 1.0f;
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// Schedule state change
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timeline* timeline = ctx->timeline;
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float t = timeline->get_position();
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timeline->add_sequence({{t + fade_out_duration, change_state_nuptial_flight}});
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// Start fade out to white
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ctx->fade_transition_color->set_value({1, 1, 1});
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ctx->fade_transition->transition(fade_out_duration, false, ease<float>::out_quad, false);
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}
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else if (ctx->main_menu_index == 1)
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{
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// Disable menu controls
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ctx->controls["menu_down"]->set_activated_callback(nullptr);
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ctx->controls["menu_up"]->set_activated_callback(nullptr);
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ctx->controls["menu_select"]->set_activated_callback(nullptr);
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// Create change state function
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auto change_state_options = [ctx]()
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{
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application::state next_state;
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next_state.name = "options_menu";
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next_state.enter = std::bind(game::state::options_menu::enter, ctx);
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next_state.exit = std::bind(game::state::options_menu::exit, ctx);
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ctx->app->change_state(next_state);
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};
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// Set up timing
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const float fade_out_duration = 0.25f;
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// Schedule state change
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timeline* timeline = ctx->timeline;
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float t = timeline->get_position();
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timeline->add_sequence({{t + fade_out_duration, change_state_options}});
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// Start fade out to black
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ctx->fade_transition_color->set_value({0, 0, 0});
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ctx->fade_transition->transition(fade_out_duration, false, ease<float>::out_quad);
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}
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else if (ctx->main_menu_index == 2)
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{
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// Disable menu controls
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ctx->controls["menu_down"]->set_activated_callback(nullptr);
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ctx->controls["menu_up"]->set_activated_callback(nullptr);
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ctx->controls["menu_select"]->set_activated_callback(nullptr);
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// Create change state function
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auto change_state_credits = [ctx]()
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{
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application::state next_state;
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next_state.name = "credits";
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next_state.enter = std::bind(game::state::credits::enter, ctx);
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next_state.exit = std::bind(game::state::credits::exit, ctx);
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ctx->app->change_state(next_state);
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};
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// Set up timing
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const float fade_out_duration = 0.5f;
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// Schedule state change
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timeline* timeline = ctx->timeline;
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float t = timeline->get_position();
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timeline->add_sequence({{t + fade_out_duration, change_state_credits}});
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// Start fade out to black
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ctx->fade_transition_color->set_value({0, 0, 0});
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ctx->fade_transition->transition(fade_out_duration, false, ease<float>::out_quad);
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}
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else if (ctx->main_menu_index == 3)
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{
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ctx->app->close(EXIT_SUCCESS);
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}
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}
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);
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// Disable control callbacks
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ctx->controls["menu_down"]->set_callbacks_enabled(false);
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ctx->controls["menu_up"]->set_callbacks_enabled(false);
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ctx->controls["menu_select"]->set_callbacks_enabled(false);
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// Build main menu fade in animation
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ctx->main_menu_fade_animation = new animation<float>();
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animation_channel<float>* main_menu_opacity_channel = ctx->main_menu_fade_animation->add_channel(0);
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ctx->main_menu_fade_animation->set_interpolator(ease<float>::out_quad);
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double main_menu_fade_in_duration = 0.0;
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if (ctx->config->contains("main_menu_fade_in_duration"))
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main_menu_fade_in_duration = (*ctx->config)["main_menu_fade_in_duration"].get<double>();
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main_menu_opacity_channel->insert_keyframe({0.0, 0.0f});
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main_menu_opacity_channel->insert_keyframe({main_menu_fade_in_duration, 1.0f});
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// Adjust main menu text opacity
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ctx->main_menu_fade_animation->set_frame_callback
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(
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[ctx](int channel, const float& opacity)
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{
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float4 active_color{1.0f, 1.0f, 1.0f, opacity};
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float4 inactive_color{1.0f, 1.0f, 1.0f, 0.5f * opacity};
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ctx->main_menu_start_text->set_color((ctx->main_menu_index == 0) ? active_color : inactive_color);
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ctx->main_menu_options_text->set_color((ctx->main_menu_index == 1) ? active_color : inactive_color);
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ctx->main_menu_credits_text->set_color((ctx->main_menu_index == 2) ? active_color : inactive_color);
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ctx->main_menu_quit_text->set_color((ctx->main_menu_index == 3) ? active_color : inactive_color);
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// Enable menu controls when visible
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if (opacity > 0.0f)
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{
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ctx->controls["menu_down"]->set_callbacks_enabled(true);
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ctx->controls["menu_up"]->set_callbacks_enabled(true);
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ctx->controls["menu_select"]->set_callbacks_enabled(true);
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}
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}
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);
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ctx->animator->add_animation(ctx->main_menu_fade_animation);
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ctx->main_menu_fade_animation->play();
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}
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void exit(game::context* ctx)
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{
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// Disable menu control callbacks
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ctx->controls["menu_down"]->set_activated_callback(nullptr);
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ctx->controls["menu_up"]->set_activated_callback(nullptr);
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ctx->controls["menu_back"]->set_activated_callback(nullptr);
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ctx->controls["menu_select"]->set_activated_callback(nullptr);
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// Destruct main menu animation
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ctx->animator->remove_animation(ctx->main_menu_fade_animation);
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delete ctx->main_menu_fade_animation;
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ctx->main_menu_fade_animation = nullptr;
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// Remove text objects from UI
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std::vector<scene::text*> texts;
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texts.push_back(ctx->main_menu_start_text);
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texts.push_back(ctx->main_menu_options_text);
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texts.push_back(ctx->main_menu_credits_text);
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texts.push_back(ctx->main_menu_quit_text);
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for (scene::text* text: texts)
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{
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ctx->ui_scene->remove_object(text);
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delete text;
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text = nullptr;
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}
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ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
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}
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} // namespace main_menu
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} // namespace state
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} // namespace game
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