💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 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/states/splash.hpp"
#include "game/states/title.hpp"
#include "animation/screen-transition.hpp"
#include "animation/animation.hpp"
#include "animation/animator.hpp"
#include "animation/ease.hpp"
#include "animation/timeline.hpp"
#include "application.hpp"
#include "render/passes/clear-pass.hpp"
namespace game {
namespace state {
namespace splash {
void enter(game::context* ctx)
{
ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
// Load animation timing configuration
double splash_fade_in_duration = 0.0;
double splash_duration = 0.0;
double splash_fade_out_duration = 0.0;
if (ctx->config->contains("splash_fade_in_duration"))
splash_fade_in_duration = (*ctx->config)["splash_fade_in_duration"].get<double>();
if (ctx->config->contains("splash_duration"))
splash_duration = (*ctx->config)["splash_duration"].get<double>();
if (ctx->config->contains("splash_fade_out_duration"))
splash_fade_out_duration = (*ctx->config)["splash_fade_out_duration"].get<double>();
// Build splash fade in animation
ctx->splash_fade_in_animation = new animation<float>();
animation_channel<float>* splash_fade_in_opacity_channel = ctx->splash_fade_in_animation->add_channel(0);
ctx->splash_fade_in_animation->set_interpolator(ease<float>::in_quad);
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
ctx->splash_fade_out_animation = new animation<float>();
animation_channel<float>* splash_fade_out_opacity_channel = ctx->splash_fade_out_animation->add_channel(0);
ctx->splash_fade_out_animation->set_interpolator(ease<float>::out_quad);
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 = [ctx](int channel, const float& opacity)
{
static_cast<render::material_property<float4>*>(ctx->splash_billboard_material->get_property("tint"))->set_value(float4{1, 1, 1, opacity});
};
ctx->splash_fade_in_animation->set_frame_callback(set_splash_opacity);
ctx->splash_fade_out_animation->set_frame_callback(set_splash_opacity);
// Reset splash color when animation starts
ctx->splash_fade_in_animation->set_start_callback
(
[ctx]()
{
static_cast<render::material_property<float4>*>(ctx->splash_billboard_material->get_property("tint"))->set_value(float4{1, 1, 1, 0});
ctx->splash_billboard_material->update_tweens();
}
);
// Trigger splash fade out animation when splash fade in animation ends
ctx->splash_fade_in_animation->set_end_callback
(
[ctx]()
{
ctx->splash_fade_out_animation->play();
}
);
// Trigger a state change when the splash fade out animation ends
ctx->splash_fade_out_animation->set_end_callback
(
[ctx]()
{
application::state next_state;
next_state.name = "title";
next_state.enter = std::bind(game::state::title::enter, ctx);
next_state.exit = std::bind(game::state::title::exit, ctx);
ctx->app->queue_state(next_state);
}
);
// Add splash fade animations to animator
ctx->animator->add_animation(ctx->splash_fade_in_animation);
ctx->animator->add_animation(ctx->splash_fade_out_animation);
// Start splash fade in animation
ctx->splash_fade_in_animation->play();
// Set up splash skipper
ctx->input_listener->set_callback
(
[ctx](const event_base& event)
{
auto id = event.get_event_type_id();
if (id != mouse_moved_event::event_type_id && id != mouse_wheel_scrolled_event::event_type_id && id != gamepad_axis_moved_event::event_type_id)
{
// 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 state
application::state next_state;
next_state.name = "title";
next_state.enter = std::bind(game::state::title::enter, ctx);
next_state.exit = std::bind(game::state::title::exit, ctx);
ctx->app->change_state(next_state);
}
}
);
ctx->input_listener->set_enabled(true);
// Add splash billboard to UI scene
ctx->ui_scene->add_object(ctx->splash_billboard);
}
void exit(game::context* ctx)
{
// Remove splash billboard from UI scene
ctx->ui_scene->remove_object(ctx->splash_billboard);
// Disable splash skipper
ctx->input_listener->set_enabled(false);
ctx->input_listener->set_callback(nullptr);
// Destruct splash fade animations
ctx->animator->remove_animation(ctx->splash_fade_in_animation);
ctx->animator->remove_animation(ctx->splash_fade_out_animation);
delete ctx->splash_fade_in_animation;
delete ctx->splash_fade_out_animation;
ctx->splash_fade_in_animation = nullptr;
ctx->splash_fade_out_animation = nullptr;
ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
}
} // namespace splash
} // namespace state
} // namespace game