💿🐜 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/title.hpp"
#include "game/states/main-menu.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "animation/animation.hpp"
#include "animation/animator.hpp"
#include "application.hpp"
#include "scene/text.hpp"
#include "configuration.hpp"
#include "render/passes/clear-pass.hpp"
namespace game {
namespace state {
namespace title {
void enter(game::context* ctx)
{
ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
// Construct title text
ctx->title_text = new scene::text();
ctx->title_text->set_material(&ctx->title_font_material);
ctx->title_text->set_font(&ctx->title_font);
ctx->title_text->set_color({1.0f, 1.0f, 1.0f, 0.0f});
ctx->title_text->set_content((*ctx->strings)["title_antkeeper"]);
// Construct "Press any key" text
ctx->title_press_any_key_text = new scene::text();
ctx->title_press_any_key_text->set_material(&ctx->menu_font_material);
ctx->title_press_any_key_text->set_font(&ctx->menu_font);
ctx->title_press_any_key_text->set_color({1.0f, 1.0f, 1.0f, 0.0f});
ctx->title_press_any_key_text->set_content((*ctx->strings)["title_press_any_key"]);
int window_height = std::get<1>(ctx->app->get_viewport_dimensions());
// Align title text
const auto& title_aabb = static_cast<const geom::aabb<float>&>(ctx->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;
ctx->title_text->set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f + (window_height / 3) / 2), 0.0f});
// Align "Press any key" text
const auto& any_key_aabb = static_cast<const geom::aabb<float>&>(ctx->title_press_any_key_text->get_local_bounds());
float any_key_w = any_key_aabb.max_point.x - any_key_aabb.min_point.x;
float any_key_h = any_key_aabb.max_point.y - any_key_aabb.min_point.y;
ctx->title_press_any_key_text->set_translation({std::round(-any_key_w * 0.5f), std::round(-any_key_h * 0.5f - (window_height / 3) / 2), 0.0f});
// Load animation timing configuration
double title_fade_in_duration = 0.0;
double title_fade_out_duration = 0.0;
double title_press_any_key_duration = 0.0;
double title_press_any_key_delay = 0.0;
if (ctx->config->contains("title_fade_in_duration"))
title_fade_in_duration = (*ctx->config)["title_fade_in_duration"].get<double>();
if (ctx->config->contains("title_fade_out_duration"))
title_fade_out_duration = (*ctx->config)["title_fade_out_duration"].get<double>();
if (ctx->config->contains("title_press_any_key_duration"))
title_press_any_key_duration = (*ctx->config)["title_press_any_key_duration"].get<double>();
if (ctx->config->contains("title_press_any_key_delay"))
title_press_any_key_delay = (*ctx->config)["title_press_any_key_delay"].get<double>();
auto set_title_opacity = [ctx](int channel, const float& opacity)
{
ctx->title_text->set_color({1.0f, 1.0f, 1.0f, opacity});
};
// Build title fade in animation
ctx->title_fade_in_animation = new animation<float>();
animation_channel<float>* title_fade_in_opacity_channel = ctx->title_fade_in_animation->add_channel(0);
ctx->title_fade_in_animation->set_interpolator(ease<float>::in_quad);
title_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f});
title_fade_in_opacity_channel->insert_keyframe({title_fade_in_duration, 1.0f});
title_fade_in_opacity_channel->insert_keyframe({title_fade_in_duration + title_press_any_key_delay, 1.0f});
ctx->title_fade_in_animation->set_frame_callback(set_title_opacity);
// Trigger "Press any key" animation after title fade in animation ends
ctx->title_fade_in_animation->set_end_callback
(
[ctx]()
{
ctx->title_press_any_key_animation->play();
}
);
// Build title fade out animation
ctx->title_fade_out_animation = new animation<float>();
animation_channel<float>* title_fade_out_opacity_channel = ctx->title_fade_out_animation->add_channel(0);
ctx->title_fade_out_animation->set_interpolator(ease<float>::out_quad);
title_fade_out_opacity_channel->insert_keyframe({0.0, 1.0f});
title_fade_out_opacity_channel->insert_keyframe({title_fade_out_duration, 0.0f});
ctx->title_fade_out_animation->set_frame_callback(set_title_opacity);
// Trigger a state change when the title fade out animation ends
ctx->title_fade_out_animation->set_end_callback
(
[ctx]()
{
application::state next_state;
next_state.name = "main_menu";
next_state.enter = std::bind(game::state::main_menu::enter, ctx, 0);
next_state.exit = std::bind(game::state::main_menu::exit, ctx);
ctx->app->queue_state(next_state);
}
);
// Build "Press any key" animation
ctx->title_press_any_key_animation = new animation<float>();
ctx->title_press_any_key_animation->loop(true);
animation_channel<float>* title_press_any_key_opacity_channel = ctx->title_press_any_key_animation->add_channel(0);
ctx->title_press_any_key_animation->set_interpolator(math::lerp<float, double>);
title_press_any_key_opacity_channel->insert_keyframe({0.0, 0.0f});
title_press_any_key_opacity_channel->insert_keyframe({title_press_any_key_duration * 0.5, 1.0f});
title_press_any_key_opacity_channel->insert_keyframe({title_press_any_key_duration, 0.0f});
ctx->title_press_any_key_animation->set_frame_callback
(
[ctx](int channel, const float& opacity)
{
ctx->title_press_any_key_text->set_color({1.0f, 1.0f, 1.0f, 0.5f * ease<float>::out_cubic(0.0f, 1.0f, opacity)});
}
);
// Add title fade animations to animator
ctx->animator->add_animation(ctx->title_fade_in_animation);
ctx->animator->add_animation(ctx->title_fade_out_animation);
ctx->animator->add_animation(ctx->title_press_any_key_animation);
// Start title fade in animation
ctx->title_fade_in_animation->play();
// Set up title 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)
{
/*
if (ctx->title_fade_in_animation->is_stopped())
{
ctx->title_fade_out_animation->play();
ctx->input_listener->set_enabled(false);
}
*/
if (ctx->title_text->get_color()[3] > 0.0f)
{
ctx->input_listener->set_enabled(false);
// 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 = "main_menu";
next_state.enter = std::bind(game::state::main_menu::enter, ctx, 0);
next_state.exit = std::bind(game::state::main_menu::exit, ctx);
ctx->app->change_state(next_state);
}
}
}
);
ctx->input_listener->set_enabled(true);
ctx->ui_scene->add_object(ctx->title_text);
ctx->title_text->update_tweens();
ctx->ui_scene->add_object(ctx->title_press_any_key_text);
ctx->title_press_any_key_text->update_tweens();
}
void exit(game::context* ctx)
{
// Remove title text
ctx->ui_scene->remove_object(ctx->title_text);
ctx->ui_scene->remove_object(ctx->title_press_any_key_text);
// Disable title skipper
ctx->input_listener->set_enabled(false);
ctx->input_listener->set_callback(nullptr);
// Destruct title animations
ctx->animator->remove_animation(ctx->title_fade_in_animation);
ctx->animator->remove_animation(ctx->title_fade_out_animation);
ctx->animator->remove_animation(ctx->title_press_any_key_animation);
delete ctx->title_fade_in_animation;
delete ctx->title_fade_out_animation;
delete ctx->title_press_any_key_animation;
ctx->title_fade_in_animation = nullptr;
ctx->title_fade_out_animation = nullptr;
ctx->title_press_any_key_animation = nullptr;
ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
}
} // namespace title
} // namespace state
} // namespace game