6 #include "world_render.h"
9 #include "shaders/menu.h"
10 #include "vg/vg_steam_friends.h"
12 #define CUTE_FILES_IMPLEMENTATION
13 #include "vg/dep/randygaul/cute_files.h"
15 VG_STATIC mdl_context menu_model
;
16 VG_STATIC glmesh menu_glmesh
;
17 VG_STATIC m4x3f menu_mdl_mtx
;
18 VG_STATIC
float menu_opacity
= 0.0f
;
19 VG_STATIC
float menu_input_cooldown
= 0.0f
;
20 VG_STATIC
float menu_fov_target
= 97.0f
;
21 VG_STATIC v2f menu_extra_angles
;
23 VG_STATIC
int cl_menu
= 0,
26 VG_STATIC
int menu_enabled(void){ return cl_menu
; }
28 VG_STATIC
const char *playermodels
[] = { "ch_new", "ch_jordan", "ch_outlaw" };
30 vg_tex2d tex_menu
= { .path
= "textures/menu.qoi",.flags
= VG_TEXTURE_NEAREST
};
32 VG_STATIC
struct input_binding input_menu_h
,
37 input_menu_toggle_kbm
;
39 VG_STATIC
void menu_btn_quit( int event
);
40 VG_STATIC
void menu_btn_skater( int event
);
41 VG_STATIC
void menu_btn_fuckoff( int event
);
42 VG_STATIC
void menu_btn_reset( int event
);
43 VG_STATIC
void menu_btn_map( int event
);
44 VG_STATIC
void menu_btn_settings( int event
);
46 VG_STATIC mdl_node
*menu_pnode_fov_slider
,
70 k_menu_page_main
= 0x1,
71 k_menu_page_skater
= 0x2,
72 k_menu_page_quit
= 0x4,
73 k_menu_page_settings
= 0x8,
74 k_menu_page_map
= 0x10
77 VG_STATIC
int menu_vis( int group_mask
)
79 if( group_mask
& game_menu
.page
)
85 VG_STATIC
int menu_controller( int ctr
)
87 if( (game_menu
.page
& (k_menu_page_main
|k_menu_page_settings
))
88 && (ctr
== menu_display_controller
) )
93 VG_STATIC
int menu_controller_inf( int ctr
)
95 if( (game_menu
.page
& k_menu_page_settings
) && (ctr
== menu_display_controller
) )
104 int (*fn_visibility
)( int user
);
107 void (*fn_press
)( int event
);
117 VG_STATIC menu_buttons
[] =
120 "text_quit", menu_vis
, k_menu_page_main
|k_menu_page_quit
,
121 .fn_press
= menu_btn_quit
,
122 .ld
="text_reset", .lr
="text_settings", .ll
="text_map"
125 "text_quitty", menu_vis
, k_menu_page_quit
128 "text_yes", menu_vis
, k_menu_page_quit
,
129 .fn_press
= menu_btn_fuckoff
132 "text_reset", menu_vis
, k_menu_page_main
,
133 .fn_press
= menu_btn_reset
,
134 .lu
="text_quit", .ld
="text_skater", .ll
="text_map", .lr
="text_settings"
137 "text_skater", menu_vis
, k_menu_page_main
|k_menu_page_skater
,
138 .fn_press
= menu_btn_skater
,
139 .lu
="text_reset", .ll
="text_map", .lr
="text_settings"
142 "text_map", menu_vis
, k_menu_page_main
,
143 .fn_press
= menu_btn_map
,
147 "text_settings", menu_vis
, k_menu_page_main
|k_menu_page_settings
,
148 .fn_press
= menu_btn_settings
,
152 "skater_left", menu_vis
, k_menu_page_skater
155 "skater_right", menu_vis
, k_menu_page_skater
158 { "fov_slider", menu_vis
, k_menu_page_settings
},
159 { "fov_info", menu_vis
, k_menu_page_settings
},
161 { "ctr_xbox", menu_controller_inf
, k_menu_controller_type_xbox
, },
162 { "ctr_xbox_text", menu_controller_inf
, k_menu_controller_type_xbox
},
163 { "ctr_steam", menu_controller_inf
, k_menu_controller_type_steam
},
164 { "ctr_steam_text", menu_controller_inf
, k_menu_controller_type_steam
},
165 { "ctr_deck", menu_controller_inf
, k_menu_controller_type_steam_deck
},
166 { "ctr_deck_text", menu_controller_inf
, k_menu_controller_type_steam_deck
},
167 { "ctr_ps", menu_controller_inf
, k_menu_controller_type_playstation
},
168 { "ctr_ps_text", menu_controller_inf
, k_menu_controller_type_playstation
},
169 { "ctr_kbm", menu_controller_inf
, k_menu_controller_type_keyboard
},
170 { "ctr_kbm_text", menu_controller_inf
, k_menu_controller_type_keyboard
},
172 "text_paused", menu_vis
, k_menu_page_main
176 VG_STATIC
int menu_get_loc( const char *loc
)
178 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
179 if( !strcmp( menu_buttons
[i
].name
, loc
) )
186 VG_STATIC
void menu_btn_reset( int event
)
188 reset_player(0,NULL
);
189 world_routes_clear();
195 VG_STATIC
void menu_btn_fuckoff( int event
)
197 glfwSetWindowShouldClose( vg
.window
, 1 );
200 VG_STATIC
void menu_btn_quit( int event
)
202 game_menu
.page
= k_menu_page_quit
;
203 game_menu
.loc
= menu_get_loc( "text_yes" );
206 VG_STATIC
void menu_btn_settings( int event
)
208 game_menu
.page
= k_menu_page_settings
;
209 game_menu
.loc
= menu_get_loc( "fov_slider" );
212 VG_STATIC
void menu_btn_skater( int event
)
214 game_menu
.page
= k_menu_page_skater
;
217 VG_STATIC
void menu_btn_map( int event
)
219 game_menu
.page
= k_menu_page_map
;
220 game_menu
.map_count
= 0;
221 game_menu
.selected_map
= 0;
224 cf_dir_open( &dir
, "maps" );
226 while( dir
.has_next
)
229 cf_read_file( &dir
, &file
);
233 struct menu_map_file
*mf
= &game_menu
.maps_list
[ game_menu
.map_count
];
235 vg_strncpy( file
.name
, mf
->name
,
236 vg_list_size(game_menu
.maps_list
[0].name
)-1 );
238 game_menu
.map_count
++;
239 if( game_menu
.map_count
== vg_list_size(game_menu
.maps_list
) )
249 VG_STATIC
void menu_crap_ui(void)
251 if( cl_menu
&& (game_menu
.page
== k_menu_page_map
) )
254 box
[0] = vg
.window_x
/2 - 150;
255 box
[1] = vg
.window_y
/2 - 300;
259 ui_fill_rect( box
, 0xa0000000 );
261 if( game_menu
.map_count
== 0 )
263 ui_text( (ui_rect
){ vg
.window_x
/2, box
[1]+8, 0,0 }, "No maps found", 1,
264 k_text_align_center
);
268 ui_rect_pad( box
, 4 );
271 for( int i
=0; i
<game_menu
.map_count
; i
++ )
273 struct menu_map_file
*mf
= &game_menu
.maps_list
[ i
];
275 ui_fill_rect( box
, game_menu
.selected_map
== i
? 0xa0ffffff:
277 ui_text( (ui_rect
){ vg
.window_x
/2, box
[1]+2, 0,0 },
278 mf
->name
, 1, k_text_align_center
);
285 VG_STATIC
void steam_on_game_overlay( CallbackMsg_t
*msg
)
287 GameOverlayActivated_t
*inf
= (GameOverlayActivated_t
*)msg
->m_pubParam
;
288 vg_info( "Steam game overlay activated; pausing\n" );
293 game_menu
.page
= k_menu_page_main
;
294 game_menu
.loc
= menu_get_loc( "text_skater" );
298 VG_STATIC
void menu_init(void)
300 vg_create_unnamed_input( &input_menu_h
, k_input_type_axis
);
301 vg_create_unnamed_input( &input_menu_v
, k_input_type_axis
);
302 vg_create_unnamed_input( &input_menu_back
, k_input_type_button
);
303 vg_create_unnamed_input( &input_menu_press
, k_input_type_button
);
304 vg_create_unnamed_input( &input_menu_toggle
, k_input_type_button
);
305 vg_create_unnamed_input( &input_menu_toggle_kbm
, k_input_type_button
);
307 vg_apply_bind_str( &input_menu_h
, "", "gp-ls-h" );
308 vg_apply_bind_str( &input_menu_h
, "+", "right" );
309 vg_apply_bind_str( &input_menu_h
, "-", "left" );
310 vg_apply_bind_str( &input_menu_v
, "", "-gp-ls-v" );
311 vg_apply_bind_str( &input_menu_v
, "+", "up" );
312 vg_apply_bind_str( &input_menu_v
, "-", "down" );
313 vg_apply_bind_str( &input_menu_press
, "", "gp-a" );
314 vg_apply_bind_str( &input_menu_press
, "", "\2enter" );
315 vg_apply_bind_str( &input_menu_back
, "", "gp-b" );
316 vg_apply_bind_str( &input_menu_back
, "", "\2escape" );
317 vg_apply_bind_str( &input_menu_toggle_kbm
, "", "\2escape" );
318 vg_apply_bind_str( &input_menu_toggle
, "", "\2gp-menu" );
320 vg_linear_clear( vg_mem
.scratch
);
322 mdl_open( &menu_model
, "models/rs_menu.mdl" );
323 mdl_load_metadata( &menu_model
, vg_mem
.rtmemory
);
324 mdl_load_mesh_data( &menu_model
, vg_mem
.scratch
);
325 mdl_invert_uv_coordinates( &menu_model
);
326 mdl_close( &menu_model
);
328 vg_acquire_thread_sync();
330 mdl_unpack_glmesh( &menu_model
, &menu_glmesh
);
331 vg_tex2d_init( (vg_tex2d
*[]){ &tex_menu
}, 1 );
333 vg_release_thread_sync();
335 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
337 struct menu_button
*btn
= &menu_buttons
[i
];
338 btn
->pnode
= mdl_node_from_name( &menu_model
, btn
->name
);
341 vg_fatal_exit_loop( "Menu programming error" );
344 menu_pnode_fov_max
= mdl_node_from_name( &menu_model
, "fov_slider_max" );
345 menu_pnode_fov_min
= mdl_node_from_name( &menu_model
, "fov_slider_min" );
346 menu_pnode_fov_slider
= mdl_node_from_name( &menu_model
, "fov_slider" );
348 shader_menu_register();
351 steam_register_callback( k_iGameOverlayActivated
, steam_on_game_overlay
);
355 VG_STATIC
void menu_run_directional(void)
357 struct menu_button
*btn
= &menu_buttons
[ game_menu
.loc
];
359 if( vg_input_button_down( &input_menu_press
) )
364 audio_play_oneshot( &audio_ui
[0], 1.0f
);
372 if( menu_input_cooldown
<= 0.0f
)
374 v2f dir
= { input_menu_h
.axis
.value
,
375 -input_menu_v
.axis
.value
};
377 if( v2_length2( dir
) > 0.8f
*0.8f
)
379 const char *link
= NULL
;
381 if( fabsf(dir
[0]) > fabsf(dir
[1]) )
383 if( dir
[0] > 0.0f
) link
= btn
->lr
;
388 if( dir
[1] > 0.0f
) link
= btn
->ld
;
394 game_menu
.loc
= menu_get_loc( link
);
395 menu_input_cooldown
= 0.25f
;
401 VG_STATIC
int menu_page_should_backout(void)
403 return vg_input_button_down( &input_menu_back
);
406 VG_STATIC
void menu_close(void)
410 game_menu
.loc
= menu_get_loc( "text_skater" );
413 VG_STATIC
void menu_page_main(void)
415 if( menu_page_should_backout() )
421 menu_fov_target
= 112.0f
;
422 menu_run_directional();
425 VG_STATIC
void menu_page_map(void)
427 if( menu_page_should_backout() )
429 game_menu
.page
= k_menu_page_main
;
430 game_menu
.loc
= menu_get_loc( "text_map" );
433 if( game_menu
.map_count
> 0 )
435 float v
= input_menu_v
.axis
.value
;
436 if( (fabsf(v
) > 0.7f
) && (menu_input_cooldown
<= 0.0f
) )
439 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
444 game_menu
.selected_map
--;
446 if( game_menu
.selected_map
< 0 )
447 game_menu
.selected_map
= game_menu
.map_count
-1;
449 menu_input_cooldown
= 0.25f
;
453 game_menu
.selected_map
++;
455 if( game_menu
.selected_map
>= game_menu
.map_count
)
456 game_menu
.selected_map
= 0;
458 menu_input_cooldown
= 0.25f
;
462 if( vg_input_button_down( &input_menu_press
) )
466 strcpy( temp
, "maps/" );
467 strcat( temp
, game_menu
.maps_list
[game_menu
.selected_map
].name
);
469 world_change_world( 1, (const char *[]){ temp
} );
474 menu_fov_target
= 80.0f
;
477 VG_STATIC
void menu_page_quit(void)
479 if( menu_page_should_backout() )
481 game_menu
.page
= k_menu_page_main
;
482 game_menu
.loc
= menu_get_loc( "text_quit" );
485 menu_fov_target
= 90.0f
;
486 menu_run_directional();
489 VG_STATIC
void menu_page_skater(void)
491 float h
= input_menu_h
.axis
.value
;
492 menu_fov_target
= 97.0f
;
494 if( menu_page_should_backout() )
496 game_menu
.page
= k_menu_page_main
;
497 game_menu
.loc
= menu_get_loc( "text_skater" );
501 if( (fabsf(h
) > 0.7f
) && (menu_input_cooldown
<= 0.0f
) )
504 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
510 if( cl_playermdl_id
< 0 )
513 int li
= menu_get_loc( "skater_left" );
515 menu_buttons
[li
].fsize
= 0.4f
;
516 menu_buttons
[li
].falpha
= 1.0f
;
518 menu_input_cooldown
= 0.25f
;
523 if( cl_playermdl_id
> 2 )
526 int ri
= menu_get_loc( "skater_left" );
528 menu_buttons
[ri
].fsize
= 0.4f
;
529 menu_buttons
[ri
].falpha
= 1.0f
;
531 menu_input_cooldown
= 0.25f
;
536 VG_STATIC
void menu_page_settings(void)
538 float h
= input_menu_h
.axis
.value
;
539 if( fabsf(h
) > 0.04f
)
540 g_fov_option
+= h
* vg
.frame_delta
;
541 g_fov_option
= vg_clampf( g_fov_option
, 0.0f
, 1.0f
);
543 v3_lerp( menu_pnode_fov_min
->co
, menu_pnode_fov_max
->co
, g_fov_option
,
544 menu_pnode_fov_slider
->co
);
546 menu_fov_target
= vg_lerpf( 97.0f
, 135.0f
, g_fov_option
) * 0.8f
;
548 if( menu_page_should_backout() )
550 game_menu
.page
= k_menu_page_main
;
551 game_menu
.loc
= menu_get_loc( "text_settings" );
556 VG_STATIC
void menu_update(void)
558 vg_input_update( 1, &input_menu_h
);
559 vg_input_update( 1, &input_menu_v
);
560 vg_input_update( 1, &input_menu_back
);
561 vg_input_update( 1, &input_menu_press
);
562 vg_input_update( 1, &input_menu_toggle
);
563 vg_input_update( 1, &input_menu_toggle_kbm
);
565 int toggle_gp
= vg_input_button_down( &input_menu_toggle
),
566 toggle_kb
= vg_input_button_down( &input_menu_toggle_kbm
),
569 if( toggle_gp
|| toggle_kb
)
588 if( !wait_for_a_sec
&& cl_menu
)
590 if( game_menu
.page
== k_menu_page_main
)
592 else if( game_menu
.page
== k_menu_page_skater
)
594 else if( game_menu
.page
== k_menu_page_quit
)
596 else if( game_menu
.page
== k_menu_page_settings
)
597 menu_page_settings();
598 else if( game_menu
.page
== k_menu_page_map
)
602 struct menu_button
*btn
= &menu_buttons
[ game_menu
.loc
];
610 v3f
*mtx
= player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
];
611 m3x3_mulv( mtx
, (v3f
){-1.0f
,0.0f
,0.0f
}, lookdir
);
614 v3_normalize( lookdir
);
620 v3_copy(player
.mdl
.ragdoll
[ player
.mdl
.id_hip
-1 ].rb
.co
, center_rough
);
624 v3_add( player
.camera_pos
, player
.visual_transform
[3], center_rough
);
625 v3_muls( center_rough
, 0.5f
, center_rough
);
628 v3_muladds( center_rough
, lookdir
, 1.5f
, pos
);
629 v3_add( (v3f
){ 0.0f
,0.8f
,0.0f
}, pos
, pos
);
632 angles
[0] = -atan2f( lookdir
[0], lookdir
[2] );
634 /* setup model matrix */
636 q_axis_angle( qmenu_mdl
, (v3f
){0.0f
,1.0f
,0.0f
}, -angles
[0] );
638 q_m3x3( qmenu_mdl
, menu_mdl_mtx
);
639 v3_copy( center_rough
, menu_mdl_mtx
[3] );
645 v3_sub( btn
->pnode
->co
, (v3f
){ 0.0f
,1.5f
,-1.5f
}, delta
);
646 v3_normalize( delta
);
648 float y
= atan2f( delta
[0], delta
[2] ),
652 menu_extra_angles
[0] = vg_lerpf( menu_extra_angles
[0], y
, dt
);
653 menu_extra_angles
[1] = vg_lerpf( menu_extra_angles
[1], p
, dt
);
655 v2_muladds( angles
, menu_extra_angles
, 0.8f
, angles
);
656 angles
[0] = fmodf( angles
[0], VG_TAUf
);
661 camera_angles
[0] = vg_alerpf( camera_angles
[0], angles
[0], menu_opacity
);
662 camera_angles
[1] = vg_lerpf ( camera_angles
[1], angles
[1], menu_opacity
);
663 v3_lerp( camera_pos
, pos
, menu_opacity
, camera_pos
);
667 float dt
= vg
.frame_delta
* 6.0f
;
668 menu_opacity
= vg_lerpf( menu_opacity
, cl_menu
&&!cl_menu_go_away
, dt
);
670 if( menu_opacity
<= 0.01f
)
676 vg
.time_rate
= 1.0-(double)menu_opacity
;
680 menu_input_cooldown
-= vg
.frame_delta
;
684 /* https://iquilezles.org/articles/functions/ */
685 float expSustainedImpulse( float x
, float f
, float k
)
687 float s
= fmaxf(x
-f
,0.0f
);
688 return fminf( x
*x
/(f
*f
), 1.0f
+(2.0f
/f
)*s
*expf(-k
*s
));
691 VG_STATIC
void menu_render( m4x4f projection
)
694 glDisable(GL_DEPTH_TEST
);
695 glBlendFunc( GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
696 glBlendEquation(GL_FUNC_ADD
);
698 shader_fscolour_use();
699 shader_fscolour_uColour( (v4f
){ 0.1f
, 0.1f
, 0.3f
, menu_opacity
*0.5f
} );
702 glEnable( GL_DEPTH_TEST
);
703 glDisable( GL_BLEND
);
708 shader_menu_uColour( (v4f
){ 1.0f
,1.0f
,1.0f
,1.0f
} );
709 shader_menu_uTexMain( 1 );
710 vg_tex2d_bind( &tex_menu
, 1 );
712 shader_menu_uPv( projection
);
713 mesh_bind( &menu_glmesh
);
715 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
717 struct menu_button
*btn
= &menu_buttons
[i
];
718 float talpha
= i
==game_menu
.loc
? 1.0f
: 0.0f
,
719 tsize0
= btn
->fn_visibility( btn
->user
)? 1.0f
: 0.0f
,
720 tsize1
= i
==game_menu
.loc
? 0.07f
: 0.0f
,
721 tsize
= tsize0
+tsize1
;
723 btn
->falpha
= vg_lerpf( btn
->falpha
, talpha
, vg
.frame_delta
* 14.0f
);
724 btn
->fsize
= vg_lerpf( btn
->fsize
, tsize
, vg
.frame_delta
* 3.0f
);
727 v4f vselected
= {0.95f
*1.3f
,0.45f
*1.3f
,0.095f
*1.3f
, 1.0f
},
728 vnormal
= {1.0f
,1.0f
,1.0f
, 1.0f
},
731 v4_lerp( vnormal
, vselected
, btn
->falpha
, vcurrent
);
732 shader_menu_uColour( vcurrent
);
736 mdl_node_transform( btn
->pnode
, mtx
);
737 m4x3_mul( menu_mdl_mtx
, mtx
, mtx
);
738 m4x3_identity( mtx_size
);
739 m4x3_scale( mtx_size
, expSustainedImpulse( btn
->fsize
, 0.5f
, 8.7f
) );
740 m4x3_mul( mtx
, mtx_size
, mtx
);
741 shader_menu_uMdl( mtx
);
743 for( int j
=0; j
<btn
->pnode
->submesh_count
; j
++ )
746 &menu_model
.submesh_buffer
[ btn
->pnode
->submesh_start
+j
];
747 mdl_draw_submesh( sm
);
752 for( int i=0; i<menu_model->node_count; i++ )
754 mdl_node *pnode = mdl_node_from_id( menu_model, i );
756 for( int j=0; j<pnode->submesh_count; j++ )
759 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
761 mdl_node_transform( pnode, mtx );
762 m4x3_mul( menu_mdl_mtx, mtx, mtx );
763 shader_menu_uMdl( mtx );
765 mdl_draw_submesh( sm );