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/*
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* Copyright (C) 2020 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 "animation/ease.hpp"
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#include "animation/screen-transition.hpp"
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#include "animation/timeline.hpp"
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#include "application.hpp"
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#include "debug/logger.hpp"
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#include "game/game-context.hpp"
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#include "input/input-listener.hpp"
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#include "event/input-events.hpp"
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#include "rasterizer/rasterizer.hpp"
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#include "game/states/game-states.hpp"
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#include "renderer/passes/sky-pass.hpp"
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#include "scene/billboard.hpp"
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#include "scene/scene.hpp"
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#include <functional>
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void splash_state_enter(game_context* ctx)
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{
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logger* logger = ctx->logger;
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logger->push_task("Entering splash state");
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//ctx->app->set_window_opacity(0.5f);
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// Disable sky pass
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ctx->overworld_sky_pass->set_enabled(false);
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// Add splash billboard to UI scene
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ctx->ui_scene->add_object(ctx->splash_billboard);
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// Setup timing
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const float splash_fade_in_duration = 0.5f;
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const float splash_hang_duration = 2.0f;
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const float splash_fade_out_duration = 0.5f;
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// Start fade in
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ctx->fade_transition->transition(splash_fade_in_duration, true, ease<float>::in_quad);
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// Crate fade out function
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auto fade_out = [ctx, splash_fade_out_duration]()
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{
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ctx->fade_transition->transition(splash_fade_out_duration, false, ease<float>::out_quad);
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};
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// Create change state function
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auto change_state = [ctx]()
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{
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ctx->app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
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};
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// Schedule fade out and change state events
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timeline* timeline = ctx->timeline;
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float t = timeline->get_position();
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timeline::sequence splash_sequence =
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{
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{t + splash_fade_in_duration + splash_hang_duration, fade_out},
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{t + splash_fade_in_duration + splash_hang_duration + splash_fade_out_duration, change_state}
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};
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timeline->add_sequence(splash_sequence);
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// Set up splash skipper
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ctx->input_listener->set_callback
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(
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[ctx](const event_base& event)
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{
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auto id = event.get_event_type_id();
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if (id != mouse_moved_event::event_type_id && id != mouse_wheel_scrolled_event::event_type_id && id != game_controller_axis_moved_event::event_type_id)
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{
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ctx->timeline->clear();
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ctx->fade_transition->get_animation()->stop();
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ctx->rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
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ctx->rasterizer->clear_framebuffer(true, false, false);
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ctx->app->swap_buffers();
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ctx->app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
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}
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}
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);
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ctx->input_listener->set_enabled(true);
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logger->pop_task(EXIT_SUCCESS);
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}
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void splash_state_exit(game_context* ctx)
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{
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logger* logger = ctx->logger;
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logger->push_task("Exiting splash state");
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// Disable splash skipper
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ctx->input_listener->set_enabled(false);
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ctx->input_listener->set_callback(nullptr);
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// Remove splash billboard from UI scene
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ctx->ui_scene->remove_object(ctx->splash_billboard);
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logger->pop_task(EXIT_SUCCESS);
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}
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