💿🐜 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/main-menu.hpp"
#include "game/states/forage.hpp"
#include "game/states/nuptial-flight.hpp"
#include "render/passes/clear-pass.hpp"
#include "resources/resource-manager.hpp"
#include "render/model.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "animation/timeline.hpp"
#include "application.hpp"
#include <limits>
namespace game {
namespace state {
namespace main_menu {
void enter(game::context* ctx)
{
ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
// Construct main menu texts
ctx->main_menu_start_text = new scene::text();
ctx->main_menu_options_text = new scene::text();
ctx->main_menu_credits_text = new scene::text();
ctx->main_menu_quit_text = new scene::text();
// Set content of texts
ctx->main_menu_start_text->set_content((*ctx->strings)["main_menu_start"]);
ctx->main_menu_options_text->set_content((*ctx->strings)["main_menu_options"]);
ctx->main_menu_credits_text->set_content((*ctx->strings)["main_menu_credits"]);
ctx->main_menu_quit_text->set_content((*ctx->strings)["main_menu_quit"]);
std::vector<scene::text*> texts;
texts.push_back(ctx->main_menu_start_text);
texts.push_back(ctx->main_menu_options_text);
texts.push_back(ctx->main_menu_credits_text);
texts.push_back(ctx->main_menu_quit_text);
float offset_y = 0.0f;
for (scene::text* text: texts)
{
text->set_material(&ctx->menu_font_material);
text->set_font(&ctx->menu_font);
text->set_color({1.0f, 1.0f, 1.0f, 0.5f});
ctx->ui_scene->add_object(text);
// Align text
const auto& text_aabb = static_cast<const geom::aabb<float>&>(text->get_local_bounds());
float title_w = text_aabb.max_point.x - text_aabb.min_point.x;
float title_h = text_aabb.max_point.y - text_aabb.min_point.y;
text->set_translation({std::round(-title_w * 0.5f), std::round(-title_h * 0.5f) + offset_y, 0.0f});
offset_y -= ctx->menu_font.get_font_metrics().linespace * 1.5f;
// Update menu AABB
}
// Load pointer
ctx->ui_pointer = new scene::model_instance();
ctx->ui_pointer->set_model(ctx->resource_manager->load<render::model>("pointer.mdl"));
ctx->ui_scene->add_object(ctx->ui_pointer);
// Scale and position pointer
float pointer_scale = (ctx->menu_font.get_font_metrics().ascent - ctx->menu_font.get_font_metrics().descent) * (1.0f/3.0f);
ctx->ui_pointer->set_scale({pointer_scale, pointer_scale, pointer_scale});
float advance_x = ctx->menu_font.get_glyph_metrics(U' ').horizontal_advance * 2.0f;
const auto& text_aabb = static_cast<const geom::aabb<float>&>(ctx->main_menu_start_text->get_local_bounds());
const auto& text_translation = ctx->main_menu_start_text->get_translation();
ctx->ui_pointer->set_translation(text_translation + float3{-advance_x, (text_aabb.max_point.y - text_aabb.min_point.y) * 0.5f, 0.0f});
ctx->main_menu_start_text->set_color({1.0f, 1.0f, 1.0f, 1.0f});
ctx->controls["menu_down"]->set_activated_callback
(
[ctx]()
{
ctx->ui_pointer->set_translation(ctx->ui_pointer->get_translation() - float3{0.0f, ctx->menu_font.get_font_metrics().linespace * 1.5f, 0.0f});
}
);
ctx->controls["menu_up"]->set_activated_callback
(
[ctx]()
{
ctx->ui_pointer->set_translation(ctx->ui_pointer->get_translation() + float3{0.0f, ctx->menu_font.get_font_metrics().linespace * 1.5f, 0.0f});
}
);
ctx->controls["menu_select"]->set_activated_callback
(
[ctx]()
{
// Disable menu controls
ctx->controls["menu_down"]->set_activated_callback(nullptr);
ctx->controls["menu_up"]->set_activated_callback(nullptr);
ctx->controls["menu_select"]->set_activated_callback(nullptr);
// Create change state functions
auto change_state_nuptial_flight = [ctx]()
{
application::state next_state;
next_state.name = "nuptial_flight";
next_state.enter = std::bind(game::state::nuptial_flight::enter, ctx);
next_state.exit = std::bind(game::state::nuptial_flight::exit, ctx);
ctx->app->change_state(next_state);
};
// Set up timing
const float fade_out_duration = 1.0f;
// Schedule state change
timeline* timeline = ctx->timeline;
float t = timeline->get_position();
timeline::sequence sequence =
{
{t + fade_out_duration, change_state_nuptial_flight}
};
timeline->add_sequence(sequence);
// Start fade out to white
ctx->fade_transition_color->set_value({1, 1, 1});
ctx->fade_transition->transition(fade_out_duration, false, ease<float>::out_quad, false);
}
);
// Disable control callbacks
ctx->controls["menu_down"]->set_callbacks_enabled(false);
ctx->controls["menu_up"]->set_callbacks_enabled(false);
ctx->controls["menu_select"]->set_callbacks_enabled(false);
// Start fade in from black
const float fade_in_duration = 0.5f;
ctx->fade_transition_color->set_value({0, 0, 0});
ctx->fade_transition->transition(fade_in_duration, true, ease<float>::in_quad);
// Schedule enabling of control callbacks
auto enable_control_callbacks = [ctx]()
{
ctx->controls["menu_down"]->set_callbacks_enabled(true);
ctx->controls["menu_up"]->set_callbacks_enabled(true);
ctx->controls["menu_select"]->set_callbacks_enabled(true);
};
timeline* timeline = ctx->timeline;
float t = timeline->get_position();
timeline::sequence sequence =
{
{t + fade_in_duration, enable_control_callbacks}
};
timeline->add_sequence(sequence);
}
void exit(game::context* ctx)
{
// Remove control callbacks
ctx->controls["menu_down"]->set_activated_callback(nullptr);
ctx->controls["menu_up"]->set_activated_callback(nullptr);
ctx->controls["menu_select"]->set_activated_callback(nullptr);
// Remove text objects from UI
std::vector<scene::text*> texts;
texts.push_back(ctx->main_menu_start_text);
texts.push_back(ctx->main_menu_options_text);
texts.push_back(ctx->main_menu_credits_text);
texts.push_back(ctx->main_menu_quit_text);
for (scene::text* text: texts)
{
ctx->ui_scene->remove_object(text);
delete text;
text = nullptr;
}
// Remove pointer from UI
ctx->ui_scene->remove_object(ctx->ui_pointer);
delete ctx->ui_pointer;
ctx->ui_pointer = nullptr;
ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
}
} // namespace main_menu
} // namespace state
} // namespace game