stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / menu.h
1 #ifndef MENU_H
2 #define MENU_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "world_render.h"
7 #include "player.h"
8
9 #include "shaders/menu.h"
10 #include "vg/vg_steam_friends.h"
11
12 VG_STATIC mdl_context menu_model;
13 VG_STATIC glmesh menu_glmesh;
14 VG_STATIC m4x3f menu_mdl_mtx;
15 VG_STATIC float menu_opacity = 0.0f;
16 VG_STATIC float menu_input_cooldown = 0.0f;
17 VG_STATIC float menu_fov_target = 97.0f;
18 VG_STATIC v2f menu_extra_angles;
19
20 VG_STATIC int menu_loc = 0xb,
21 menu_loc_last = 1;
22 VG_STATIC u32 menu_page = 0;
23
24 VG_STATIC int cl_menu = 0,
25 cl_menu_go_away = 0;
26
27 VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
28
29 vg_tex2d tex_menu = { .path = "textures/menu.qoi",.flags = VG_TEXTURE_NEAREST };
30
31 VG_STATIC struct input_binding input_menu_h,
32 input_menu_v,
33 input_menu_press,
34 input_menu_back,
35 input_menu_toggle;
36
37 VG_STATIC void menu_btn_paused( int event );
38 VG_STATIC void menu_btn_quit( int event );
39 VG_STATIC void menu_btn_skater( int event );
40 VG_STATIC void menu_btn_map( int event );
41 VG_STATIC void menu_btn_map_a( int event );
42 VG_STATIC void menu_btn_map_b( int event );
43 VG_STATIC void menu_btn_map_c( int event );
44 VG_STATIC void menu_btn_fuckoff( int event );
45 VG_STATIC void menu_btn_reset( int event );
46
47 struct menu_button
48 {
49 const char *name;
50 u32 areas;
51
52 void (*fn_press)(int event);
53 int links[4];
54 mdl_node *pnode;
55
56 float falpha, fsize;
57 }
58 VG_STATIC menu_buttons[] =
59 {
60 /*0*/{"text_paused", 1, menu_btn_paused },
61 /*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,0xb}},
62 /*2*/{"text_skater", 3, menu_btn_skater, {3,0xb,4,-1}},
63 /*3*/{"text_map", 5, NULL, {-1,-1,2,-1}},
64 /*4*/{"text_about_game", 1, NULL, {2,-1,-1,-1}},
65 /*5*/{"skater_left", 2, NULL, {-1,-1,-1,-1}},
66 /*6*/{"skater_right", 2, NULL, {-1,-1,-1,-1}},
67 /*7*/{"g_map", 5, NULL },
68 /*8*/{"g_controls", 1, NULL },
69 /*9*/{"text_quitty", 8, NULL },
70 /*a*/{"text_yes", 8, menu_btn_fuckoff,{-1,-1,-1,-1} },
71 /*b*/{"text_reset", 1, menu_btn_reset,{3,1,4,2} },
72 };
73
74 VG_STATIC void menu_btn_map_a( int event ){}
75 VG_STATIC void menu_btn_map_b( int event ){}
76 VG_STATIC void menu_btn_map_c( int event ){}
77
78 VG_STATIC void menu_btn_paused( int event )
79 {
80
81 }
82
83 VG_STATIC void menu_btn_reset( int event )
84 {
85 reset_player(0,NULL);
86 world_routes_clear();
87
88 cl_menu_go_away = 1;
89 menu_page = 0;
90 }
91
92 VG_STATIC void menu_btn_fuckoff( int event )
93 {
94 glfwSetWindowShouldClose( vg.window, 1 );
95 }
96
97 VG_STATIC void menu_btn_quit( int event )
98 {
99 menu_page = 0x8;
100 menu_loc = 0xa;
101 }
102
103 VG_STATIC void menu_btn_map( int event )
104 {
105 menu_page = 0x4;
106 menu_loc = 7;
107 }
108
109 VG_STATIC void menu_btn_skater( int event )
110 {
111 menu_page = 0x2;
112 }
113
114
115 VG_STATIC void steam_on_game_overlay( CallbackMsg_t *msg )
116 {
117 GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
118 vg_info( "Steam game overlay activated; pausing\n" );
119
120 if( inf->m_bActive )
121 {
122 cl_menu = 1;
123 menu_page = 1;
124 }
125 }
126
127 VG_STATIC void menu_init(void)
128 {
129 vg_create_unnamed_input( &input_menu_h, k_input_type_axis );
130 vg_create_unnamed_input( &input_menu_v, k_input_type_axis );
131 vg_create_unnamed_input( &input_menu_back, k_input_type_button );
132 vg_create_unnamed_input( &input_menu_press, k_input_type_button );
133 vg_create_unnamed_input( &input_menu_toggle, k_input_type_button );
134
135 vg_apply_bind_str( &input_menu_h, "", "gp-ls-h" );
136 vg_apply_bind_str( &input_menu_h, "+", "d" );
137 vg_apply_bind_str( &input_menu_h, "-", "a" );
138 vg_apply_bind_str( &input_menu_v, "", "gp-ls-v" );
139 vg_apply_bind_str( &input_menu_v, "+", "w" );
140 vg_apply_bind_str( &input_menu_v, "-", "s" );
141 vg_apply_bind_str( &input_menu_press, "", "gp-a" );
142 vg_apply_bind_str( &input_menu_back, "", "gp-b" );
143 vg_apply_bind_str( &input_menu_toggle, "", "\2escape" );
144 vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
145
146 vg_linear_clear( vg_mem.scratch );
147
148 mdl_open( &menu_model, "models/rs_menu.mdl" );
149 mdl_load_metadata( &menu_model, vg_mem.rtmemory );
150 mdl_load_mesh_data( &menu_model, vg_mem.scratch );
151 mdl_close( &menu_model );
152
153 vg_acquire_thread_sync();
154 {
155 mdl_unpack_glmesh( &menu_model, &menu_glmesh );
156 vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
157 }
158 vg_release_thread_sync();
159
160 for( int i=0; i<vg_list_size(menu_buttons); i++ )
161 {
162 struct menu_button *btn = &menu_buttons[i];
163 btn->pnode = mdl_node_from_name( &menu_model, btn->name );
164
165 if( !btn->pnode )
166 vg_fatal_exit_loop( "Menu programming error" );
167 }
168
169 shader_menu_register();
170
171 #ifdef SR_NETWORKED
172 steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
173 #endif
174 }
175
176 VG_STATIC void menu_run_directional(void)
177 {
178 struct menu_button *btn = &menu_buttons[ menu_loc ];
179
180 if( vg_input_button_down( &input_menu_press ) )
181 {
182 if( btn->fn_press )
183 {
184 audio_lock();
185 audio_play_oneshot( &audio_ui[0], 1.0f );
186 audio_unlock();
187
188 btn->fn_press( 1 );
189 return;
190 }
191 }
192
193 if( menu_input_cooldown <= 0.0f )
194 {
195 v2f dir = { input_menu_h.axis.value,
196 input_menu_v.axis.value };
197
198 if( v2_length2( dir ) > 0.8f*0.8f )
199 {
200 int idir = 0;
201
202 if( fabsf(dir[0]) > fabsf(dir[1]) )
203 {
204 if( dir[0] > 0.0f ) idir = 2;
205 else idir = 0;
206 }
207 else
208 {
209 if( dir[1] > 0.0f ) idir = 3;
210 else idir = 1;
211 }
212
213 int link = btn->links[idir];
214
215 if( link != -1 )
216 {
217 menu_loc_last = menu_loc;
218 menu_loc = link;
219 menu_input_cooldown = 0.25f;
220 }
221 }
222 }
223 }
224
225 VG_STATIC int menu_page_should_backout(void)
226 {
227 return vg_input_button_down( &input_menu_back );
228 }
229
230 VG_STATIC void menu_close(void)
231 {
232 cl_menu_go_away = 1;
233 menu_page = 0;
234 }
235
236 VG_STATIC void menu_page_main(void)
237 {
238 if( menu_page_should_backout() )
239 {
240 menu_close();
241 return;
242 }
243
244 menu_fov_target = 112.0f;
245 menu_run_directional();
246 }
247
248 VG_STATIC void menu_page_map(void)
249 {
250 if( menu_page_should_backout() )
251 {
252 menu_page = 1;
253 menu_loc = 3;
254 }
255
256 menu_fov_target = 80.0f;
257 menu_run_directional();
258 }
259
260 VG_STATIC void menu_page_quit(void)
261 {
262 if( menu_page_should_backout() )
263 {
264 menu_page = 1;
265 menu_loc = 1;
266 }
267
268 menu_fov_target = 90.0f;
269 menu_run_directional();
270 }
271
272 VG_STATIC void menu_page_skater(void)
273 {
274 float h = input_menu_h.axis.value;
275 menu_fov_target = 97.0f;
276
277 if( menu_page_should_backout() )
278 {
279 menu_page = 1;
280 menu_loc = 2;
281 return;
282 }
283
284 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
285 {
286 audio_lock();
287 audio_play_oneshot( &audio_rewind[4], 1.0f );
288 audio_unlock();
289
290 if( h < 0.0f )
291 {
292 cl_playermdl_id --;
293 if( cl_playermdl_id < 0 )
294 cl_playermdl_id = 2;
295
296 menu_buttons[5].fsize = 0.4f;
297 menu_buttons[5].falpha = 1.0f;
298
299 menu_input_cooldown = 0.25f;
300 }
301 else
302 {
303 cl_playermdl_id ++;
304 if( cl_playermdl_id > 2 )
305 cl_playermdl_id = 0;
306
307 menu_buttons[6].fsize = 0.4f;
308 menu_buttons[6].falpha = 1.0f;
309
310 menu_input_cooldown = 0.25f;
311 }
312 }
313 }
314
315 VG_STATIC void menu_update(void)
316 {
317 vg_input_update( 1, &input_menu_h );
318 vg_input_update( 1, &input_menu_v );
319 vg_input_update( 1, &input_menu_back );
320 vg_input_update( 1, &input_menu_press );
321 vg_input_update( 1, &input_menu_toggle );
322
323 if( vg_input_button_down( &input_menu_toggle ) )
324 {
325 if( cl_menu )
326 {
327 cl_menu_go_away = 1;
328 menu_page = 0;
329 }
330 else
331 {
332 cl_menu = 1;
333 menu_page = 1;
334 }
335 }
336
337 if( menu_page == 1 )
338 menu_page_main();
339 else if( menu_page == 2 )
340 menu_page_skater();
341 else if( menu_page == 4 )
342 menu_page_map();
343 else if( menu_page == 8 )
344 menu_page_quit();
345
346 struct menu_button *btn = &menu_buttons[ menu_loc ];
347
348 v3f pos;
349 v2f angles;
350
351 /* Base */
352 {
353 v3f lookdir;
354 v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
355 m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
356
357 lookdir[1] = 0.0f;
358 v3_normalize( lookdir );
359
360 v3f center_rough;
361
362 if( player.is_dead )
363 {
364 v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
365 }
366 else
367 {
368 v3_add( player.camera_pos, player.visual_transform[3], center_rough );
369 v3_muls( center_rough, 0.5f, center_rough );
370 }
371
372 v3_muladds( center_rough, lookdir, 1.5f, pos );
373 v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
374
375 angles[1] = 0.0f;
376 angles[0] = -atan2f( lookdir[0], lookdir[2] );
377
378 /* setup model matrix */
379 v4f qmenu_mdl;
380 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
381
382 q_m3x3( qmenu_mdl, menu_mdl_mtx );
383 v3_copy( center_rough, menu_mdl_mtx[3] );
384 }
385
386 /* Extra */
387 {
388 v3f delta;
389 v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
390 v3_normalize( delta );
391
392 float y = atan2f( delta[0], delta[2] ),
393 p = -sinf(delta[1]),
394 dt = vg.frame_delta;
395
396 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
397 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
398
399 v2_muladds( angles, menu_extra_angles, 0.8f, angles );
400 angles[0] = fmodf( angles[0], VG_TAUf );
401 }
402
403 /* Update camera */
404 {
405 camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
406 camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
407 v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
408 camera_update();
409 }
410
411 float dt = vg.frame_delta * 6.0f;
412 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
413
414 if( menu_opacity <= 0.01f )
415 {
416 cl_menu = 0;
417 cl_menu_go_away = 0;
418 }
419
420 vg.time_rate = 1.0-(double)menu_opacity;
421
422 if( cl_menu )
423 {
424 menu_input_cooldown -= vg.frame_delta;
425 }
426 }
427
428 /* https://iquilezles.org/articles/functions/ */
429 float expSustainedImpulse( float x, float f, float k )
430 {
431 float s = fmaxf(x-f,0.0f);
432 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
433 }
434
435 VG_STATIC void menu_render( m4x4f projection )
436 {
437 glEnable(GL_BLEND);
438 glDisable(GL_DEPTH_TEST);
439 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
440 glBlendEquation(GL_FUNC_ADD);
441
442 shader_fscolour_use();
443 shader_fscolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
444 render_fsquad();
445
446 glEnable( GL_DEPTH_TEST );
447 glDisable( GL_BLEND );
448
449 m4x3f mtx;
450
451 shader_menu_use();
452 shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
453 shader_menu_uTexMain( 1 );
454 vg_tex2d_bind( &tex_menu, 1 );
455
456 shader_menu_uPv( projection );
457 mesh_bind( &menu_glmesh );
458
459 for( int i=0; i<vg_list_size(menu_buttons); i++ )
460 {
461 struct menu_button *btn = &menu_buttons[i];
462 float talpha = i==menu_loc? 1.0f: 0.0f,
463 tsize0 = btn->areas & menu_page? 1.0f: 0.0f,
464 tsize1 = i==menu_loc? 0.07f: 0.0f,
465 tsize = tsize0+tsize1;
466
467 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
468 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
469
470 /* Colour */
471 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
472 vnormal = {1.0f,1.0f,1.0f, 1.0f},
473 vcurrent;
474
475 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
476 shader_menu_uColour( vcurrent );
477
478 /* Create matrix */
479 m4x3f mtx_size;
480 mdl_node_transform( btn->pnode, mtx );
481 m4x3_mul( menu_mdl_mtx, mtx, mtx );
482 m4x3_identity( mtx_size );
483 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
484 m4x3_mul( mtx, mtx_size, mtx );
485 shader_menu_uMdl( mtx );
486
487 for( int j=0; j<btn->pnode->submesh_count; j++ )
488 {
489 mdl_submesh *sm =
490 &menu_model.submesh_buffer[ btn->pnode->submesh_start+j ];
491 mdl_draw_submesh( sm );
492 }
493 }
494
495 /*
496 for( int i=0; i<menu_model->node_count; i++ )
497 {
498 mdl_node *pnode = mdl_node_from_id( menu_model, i );
499
500 for( int j=0; j<pnode->submesh_count; j++ )
501 {
502 mdl_submesh *sm =
503 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
504
505 mdl_node_transform( pnode, mtx );
506 m4x3_mul( menu_mdl_mtx, mtx, mtx );
507 shader_menu_uMdl( mtx );
508
509 mdl_draw_submesh( sm );
510 }
511 }
512 */
513 }
514
515 #endif /* MENU_H */