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/*
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* Copyright (C) 2023 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/state/splash.hpp"
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#include "animation/animation.hpp"
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#include "animation/animator.hpp"
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#include "animation/ease.hpp"
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#include "animation/screen-transition.hpp"
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#include "debug/log.hpp"
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#include "game/context.hpp"
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#include "game/state/main-menu.hpp"
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#include "math/linear-algebra.hpp"
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#include "render/material-flags.hpp"
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#include "render/passes/clear-pass.hpp"
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#include "resources/resource-manager.hpp"
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namespace game {
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namespace state {
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splash::splash(game::context& ctx):
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game::state::base(ctx)
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{
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debug::log::trace("Entering splash state...");
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// Enable color buffer clearing in UI pass
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ctx.ui_clear_pass->set_cleared_buffers(true, true, false);
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// Load splash texture
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const gl::texture_2d* splash_texture = ctx.resource_manager->load<gl::texture_2d>("splash.tex");
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// Get splash texture dimensions
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auto splash_dimensions = splash_texture->get_dimensions();
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// Construct splash billboard material
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splash_billboard_material.set_blend_mode(render::blend_mode::translucent);
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splash_billboard_material.set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
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splash_billboard_material.add_property<const gl::texture_2d*>("background")->set_value(splash_texture);
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render::material_property<float4>* splash_tint = splash_billboard_material.add_property<float4>("tint");
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splash_tint->set_value(float4{1, 1, 1, 0});
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splash_billboard_material.update_tweens();
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// Construct splash billboard
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splash_billboard.set_material(&splash_billboard_material);
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splash_billboard.set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
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splash_billboard.set_translation({0.0f, 0.0f, 0.0f});
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splash_billboard.update_tweens();
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// Add splash billboard to UI scene
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ctx.ui_scene->add_object(&splash_billboard);
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// Load animation timing configuration
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const double splash_fade_in_duration = 0.5;
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const double splash_duration = 2.0;
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const double splash_fade_out_duration = 0.5;
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// Construct splash fade in animation
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splash_fade_in_animation.set_interpolator(ease<float>::out_cubic);
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animation_channel<float>* splash_fade_in_opacity_channel = splash_fade_in_animation.add_channel(0);
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splash_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f});
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splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration, 1.0f});
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splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration + splash_duration, 1.0f});
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// Build splash fade out animation
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splash_fade_out_animation.set_interpolator(ease<float>::out_cubic);
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animation_channel<float>* splash_fade_out_opacity_channel = splash_fade_out_animation.add_channel(0);
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splash_fade_out_opacity_channel->insert_keyframe({0.0, 1.0f});
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splash_fade_out_opacity_channel->insert_keyframe({splash_fade_out_duration, 0.0f});
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// Setup animation frame callbacks
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auto set_splash_opacity = [splash_tint](int channel, const float& opacity)
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{
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splash_tint->set_value(float4{1, 1, 1, opacity});
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};
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splash_fade_in_animation.set_frame_callback(set_splash_opacity);
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splash_fade_out_animation.set_frame_callback(set_splash_opacity);
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// Trigger splash fade out animation when splash fade in animation ends
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splash_fade_in_animation.set_end_callback
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(
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[this]()
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{
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this->splash_fade_out_animation.play();
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}
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);
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// Trigger a state change when the splash fade out animation ends
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splash_fade_out_animation.set_end_callback
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(
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[&ctx]()
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{
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// Queue change to main menu state
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ctx.function_queue.push
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(
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[&ctx]()
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{
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ctx.state_machine.pop();
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ctx.state_machine.emplace(new game::state::main_menu(ctx, true));
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}
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);
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}
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);
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// Add splash fade animations to animator
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ctx.animator->add_animation(&splash_fade_in_animation);
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ctx.animator->add_animation(&splash_fade_out_animation);
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// Start splash fade in animation
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splash_fade_in_animation.play();
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// Construct splash skip function
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auto skip = [&](const auto& event)
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{
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ctx.function_queue.emplace
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(
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[&]()
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{
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// Black out screen
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ctx.window->get_rasterizer()->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
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ctx.window->get_rasterizer()->clear_framebuffer(true, false, false);
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ctx.window->swap_buffers();
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// Change to main menu state
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ctx.state_machine.pop();
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ctx.state_machine.emplace(new game::state::main_menu(ctx, true));
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}
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);
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};
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// Set up splash skippers
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input_mapped_subscriptions.emplace_back
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(
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ctx.input_mapper.get_gamepad_button_mapped_channel().subscribe
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(
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skip
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)
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);
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input_mapped_subscriptions.emplace_back
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(
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ctx.input_mapper.get_key_mapped_channel().subscribe
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(
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skip
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)
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);
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input_mapped_subscriptions.emplace_back
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(
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ctx.input_mapper.get_mouse_button_mapped_channel().subscribe
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(
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skip
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)
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);
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// Enable splash skippers next frame
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ctx.function_queue.push
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(
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[&]()
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{
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ctx.input_mapper.connect(ctx.input_manager->get_event_queue());
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}
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);
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debug::log::trace("Entered splash state");
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}
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splash::~splash()
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{
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debug::log::trace("Exiting splash state...");
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// Disable splash skippers
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ctx.input_mapper.disconnect();
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input_mapped_subscriptions.clear();
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// Remove splash fade animations from animator
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ctx.animator->remove_animation(&splash_fade_in_animation);
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ctx.animator->remove_animation(&splash_fade_out_animation);
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// Remove splash billboard from UI scene
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ctx.ui_scene->remove_object(&splash_billboard);
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// Unload splash texture
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ctx.resource_manager->unload("splash.tex");
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// Disable color buffer clearing in UI pass
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ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
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debug::log::trace("Exited splash state");
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}
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} // namespace state
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} // namespace game
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