ADWAIJDWAJ
[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 int menu_enabled(void){ return cl_menu; }
28
29 VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
30
31 vg_tex2d tex_menu = { .path = "textures/menu.qoi",.flags = VG_TEXTURE_NEAREST };
32
33 VG_STATIC struct input_binding input_menu_h,
34 input_menu_v,
35 input_menu_press,
36 input_menu_back,
37 input_menu_toggle,
38 input_menu_toggle_kbm;
39
40 VG_STATIC void menu_btn_paused( int event );
41 VG_STATIC void menu_btn_quit( int event );
42 VG_STATIC void menu_btn_skater( int event );
43 VG_STATIC void menu_btn_map( int event );
44 VG_STATIC void menu_btn_map_a( int event );
45 VG_STATIC void menu_btn_map_b( int event );
46 VG_STATIC void menu_btn_map_c( int event );
47 VG_STATIC void menu_btn_fuckoff( int event );
48 VG_STATIC void menu_btn_reset( int event );
49
50 struct menu_button
51 {
52 const char *name;
53 u32 areas;
54
55 void (*fn_press)(int event);
56 int links[4];
57 mdl_node *pnode;
58
59 float falpha, fsize;
60 }
61 VG_STATIC menu_buttons[] =
62 {
63 /*0*/{"text_paused", 1, menu_btn_paused },
64 /*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,0xb}},
65 /*2*/{"text_skater", 3, menu_btn_skater, {3,0xb,4,-1}},
66 /*3*/{"text_map", 5, NULL, {-1,-1,2,-1}},
67 /*4*/{"text_about_game", 1, NULL, {2,-1,-1,-1}},
68 /*5*/{"skater_left", 2, NULL, {-1,-1,-1,-1}},
69 /*6*/{"skater_right", 2, NULL, {-1,-1,-1,-1}},
70 /*7*/{"g_map", 5, NULL },
71 /*8*/{"g_controls", 1, NULL },
72 /*9*/{"text_quitty", 8, NULL },
73 /*a*/{"text_yes", 8, menu_btn_fuckoff,{-1,-1,-1,-1} },
74 /*b*/{"text_reset", 1, menu_btn_reset,{3,1,4,2} },
75 };
76
77 VG_STATIC void menu_btn_map_a( int event ){}
78 VG_STATIC void menu_btn_map_b( int event ){}
79 VG_STATIC void menu_btn_map_c( int event ){}
80
81 VG_STATIC void menu_btn_paused( int event )
82 {
83
84 }
85
86 VG_STATIC void menu_btn_reset( int event )
87 {
88 reset_player(0,NULL);
89 world_routes_clear();
90
91 cl_menu_go_away = 1;
92 menu_page = 0;
93 }
94
95 VG_STATIC void menu_btn_fuckoff( int event )
96 {
97 glfwSetWindowShouldClose( vg.window, 1 );
98 }
99
100 VG_STATIC void menu_btn_quit( int event )
101 {
102 menu_page = 0x8;
103 menu_loc = 0xa;
104 }
105
106 VG_STATIC void menu_btn_map( int event )
107 {
108 menu_page = 0x4;
109 menu_loc = 7;
110 }
111
112 VG_STATIC void menu_btn_skater( int event )
113 {
114 menu_page = 0x2;
115 }
116
117
118 VG_STATIC void steam_on_game_overlay( CallbackMsg_t *msg )
119 {
120 GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
121 vg_info( "Steam game overlay activated; pausing\n" );
122
123 if( inf->m_bActive )
124 {
125 cl_menu = 1;
126 menu_page = 1;
127 }
128 }
129
130 VG_STATIC void menu_init(void)
131 {
132 vg_create_unnamed_input( &input_menu_h, k_input_type_axis );
133 vg_create_unnamed_input( &input_menu_v, k_input_type_axis );
134 vg_create_unnamed_input( &input_menu_back, k_input_type_button );
135 vg_create_unnamed_input( &input_menu_press, k_input_type_button );
136 vg_create_unnamed_input( &input_menu_toggle, k_input_type_button );
137 vg_create_unnamed_input( &input_menu_toggle_kbm, k_input_type_button );
138
139 vg_apply_bind_str( &input_menu_h, "", "gp-ls-h" );
140 vg_apply_bind_str( &input_menu_h, "+", "d" );
141 vg_apply_bind_str( &input_menu_h, "-", "a" );
142 vg_apply_bind_str( &input_menu_v, "", "-gp-ls-v" );
143 vg_apply_bind_str( &input_menu_v, "+", "w" );
144 vg_apply_bind_str( &input_menu_v, "-", "s" );
145 vg_apply_bind_str( &input_menu_press, "", "gp-a" );
146 vg_apply_bind_str( &input_menu_press, "", "e" );
147 vg_apply_bind_str( &input_menu_back, "", "gp-b" );
148 vg_apply_bind_str( &input_menu_back, "", "\2escape" );
149 vg_apply_bind_str( &input_menu_toggle_kbm, "", "\2escape" );
150 vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
151
152 vg_linear_clear( vg_mem.scratch );
153
154 mdl_open( &menu_model, "models/rs_menu.mdl" );
155 mdl_load_metadata( &menu_model, vg_mem.rtmemory );
156 mdl_load_mesh_data( &menu_model, vg_mem.scratch );
157 mdl_close( &menu_model );
158
159 vg_acquire_thread_sync();
160 {
161 mdl_unpack_glmesh( &menu_model, &menu_glmesh );
162 vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
163 }
164 vg_release_thread_sync();
165
166 for( int i=0; i<vg_list_size(menu_buttons); i++ )
167 {
168 struct menu_button *btn = &menu_buttons[i];
169 btn->pnode = mdl_node_from_name( &menu_model, btn->name );
170
171 if( !btn->pnode )
172 vg_fatal_exit_loop( "Menu programming error" );
173 }
174
175 shader_menu_register();
176
177 #ifdef SR_NETWORKED
178 steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
179 #endif
180 }
181
182 VG_STATIC void menu_run_directional(void)
183 {
184 struct menu_button *btn = &menu_buttons[ menu_loc ];
185
186 if( vg_input_button_down( &input_menu_press ) )
187 {
188 if( btn->fn_press )
189 {
190 audio_lock();
191 audio_play_oneshot( &audio_ui[0], 1.0f );
192 audio_unlock();
193
194 btn->fn_press( 1 );
195 return;
196 }
197 }
198
199 if( menu_input_cooldown <= 0.0f )
200 {
201 v2f dir = { input_menu_h.axis.value,
202 -input_menu_v.axis.value };
203
204 if( v2_length2( dir ) > 0.8f*0.8f )
205 {
206 int idir = 0;
207
208 if( fabsf(dir[0]) > fabsf(dir[1]) )
209 {
210 if( dir[0] > 0.0f ) idir = 2;
211 else idir = 0;
212 }
213 else
214 {
215 if( dir[1] > 0.0f ) idir = 3;
216 else idir = 1;
217 }
218
219 int link = btn->links[idir];
220
221 if( link != -1 )
222 {
223 menu_loc_last = menu_loc;
224 menu_loc = link;
225 menu_input_cooldown = 0.25f;
226 }
227 }
228 }
229 }
230
231 VG_STATIC int menu_page_should_backout(void)
232 {
233 return vg_input_button_down( &input_menu_back );
234 }
235
236 VG_STATIC void menu_close(void)
237 {
238 cl_menu_go_away = 1;
239 menu_page = 0;
240 }
241
242 VG_STATIC void menu_page_main(void)
243 {
244 if( menu_page_should_backout() )
245 {
246 menu_close();
247 return;
248 }
249
250 menu_fov_target = 112.0f;
251 menu_run_directional();
252 }
253
254 VG_STATIC void menu_page_map(void)
255 {
256 if( menu_page_should_backout() )
257 {
258 menu_page = 1;
259 menu_loc = 3;
260 }
261
262 menu_fov_target = 80.0f;
263 menu_run_directional();
264 }
265
266 VG_STATIC void menu_page_quit(void)
267 {
268 if( menu_page_should_backout() )
269 {
270 menu_page = 1;
271 menu_loc = 1;
272 }
273
274 menu_fov_target = 90.0f;
275 menu_run_directional();
276 }
277
278 VG_STATIC void menu_page_skater(void)
279 {
280 float h = input_menu_h.axis.value;
281 menu_fov_target = 97.0f;
282
283 if( menu_page_should_backout() )
284 {
285 menu_page = 1;
286 menu_loc = 2;
287 return;
288 }
289
290 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
291 {
292 audio_lock();
293 audio_play_oneshot( &audio_rewind[4], 1.0f );
294 audio_unlock();
295
296 if( h < 0.0f )
297 {
298 cl_playermdl_id --;
299 if( cl_playermdl_id < 0 )
300 cl_playermdl_id = 2;
301
302 menu_buttons[5].fsize = 0.4f;
303 menu_buttons[5].falpha = 1.0f;
304
305 menu_input_cooldown = 0.25f;
306 }
307 else
308 {
309 cl_playermdl_id ++;
310 if( cl_playermdl_id > 2 )
311 cl_playermdl_id = 0;
312
313 menu_buttons[6].fsize = 0.4f;
314 menu_buttons[6].falpha = 1.0f;
315
316 menu_input_cooldown = 0.25f;
317 }
318 }
319 }
320
321 VG_STATIC void menu_update(void)
322 {
323 vg_input_update( 1, &input_menu_h );
324 vg_input_update( 1, &input_menu_v );
325 vg_input_update( 1, &input_menu_back );
326 vg_input_update( 1, &input_menu_press );
327 vg_input_update( 1, &input_menu_toggle );
328 vg_input_update( 1, &input_menu_toggle_kbm );
329
330 int toggle_gp = vg_input_button_down( &input_menu_toggle ),
331 toggle_kb = vg_input_button_down( &input_menu_toggle_kbm ),
332 wait_for_a_sec = 0;
333
334 if( toggle_gp || toggle_kb )
335 {
336 if( cl_menu )
337 {
338 if( toggle_gp )
339 {
340 cl_menu_go_away = 1;
341 menu_page = 0;
342 }
343 }
344 else
345 {
346 if( toggle_kb )
347 wait_for_a_sec = 1;
348
349 cl_menu = 1;
350 menu_page = 1;
351 }
352 }
353
354 if( !wait_for_a_sec )
355 {
356 if( menu_page == 1 )
357 menu_page_main();
358 else if( menu_page == 2 )
359 menu_page_skater();
360 else if( menu_page == 4 )
361 menu_page_map();
362 else if( menu_page == 8 )
363 menu_page_quit();
364 }
365
366 struct menu_button *btn = &menu_buttons[ menu_loc ];
367
368 v3f pos;
369 v2f angles;
370
371 /* Base */
372 {
373 v3f lookdir;
374 v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
375 m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
376
377 lookdir[1] = 0.0f;
378 v3_normalize( lookdir );
379
380 v3f center_rough;
381
382 if( player.is_dead )
383 {
384 v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
385 }
386 else
387 {
388 v3_add( player.camera_pos, player.visual_transform[3], center_rough );
389 v3_muls( center_rough, 0.5f, center_rough );
390 }
391
392 v3_muladds( center_rough, lookdir, 1.5f, pos );
393 v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
394
395 angles[1] = 0.0f;
396 angles[0] = -atan2f( lookdir[0], lookdir[2] );
397
398 /* setup model matrix */
399 v4f qmenu_mdl;
400 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
401
402 q_m3x3( qmenu_mdl, menu_mdl_mtx );
403 v3_copy( center_rough, menu_mdl_mtx[3] );
404 }
405
406 /* Extra */
407 {
408 v3f delta;
409 v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
410 v3_normalize( delta );
411
412 float y = atan2f( delta[0], delta[2] ),
413 p = -sinf(delta[1]),
414 dt = vg.frame_delta;
415
416 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
417 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
418
419 v2_muladds( angles, menu_extra_angles, 0.8f, angles );
420 angles[0] = fmodf( angles[0], VG_TAUf );
421 }
422
423 /* Update camera */
424 {
425 camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
426 camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
427 v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
428 camera_update();
429 }
430
431 float dt = vg.frame_delta * 6.0f;
432 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
433
434 if( menu_opacity <= 0.01f )
435 {
436 cl_menu = 0;
437 cl_menu_go_away = 0;
438 }
439
440 vg.time_rate = 1.0-(double)menu_opacity;
441
442 if( cl_menu )
443 {
444 menu_input_cooldown -= vg.frame_delta;
445 }
446 }
447
448 /* https://iquilezles.org/articles/functions/ */
449 float expSustainedImpulse( float x, float f, float k )
450 {
451 float s = fmaxf(x-f,0.0f);
452 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
453 }
454
455 VG_STATIC void menu_render( m4x4f projection )
456 {
457 glEnable(GL_BLEND);
458 glDisable(GL_DEPTH_TEST);
459 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
460 glBlendEquation(GL_FUNC_ADD);
461
462 shader_fscolour_use();
463 shader_fscolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
464 render_fsquad();
465
466 glEnable( GL_DEPTH_TEST );
467 glDisable( GL_BLEND );
468
469 m4x3f mtx;
470
471 shader_menu_use();
472 shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
473 shader_menu_uTexMain( 1 );
474 vg_tex2d_bind( &tex_menu, 1 );
475
476 shader_menu_uPv( projection );
477 mesh_bind( &menu_glmesh );
478
479 for( int i=0; i<vg_list_size(menu_buttons); i++ )
480 {
481 struct menu_button *btn = &menu_buttons[i];
482 float talpha = i==menu_loc? 1.0f: 0.0f,
483 tsize0 = btn->areas & menu_page? 1.0f: 0.0f,
484 tsize1 = i==menu_loc? 0.07f: 0.0f,
485 tsize = tsize0+tsize1;
486
487 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
488 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
489
490 /* Colour */
491 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
492 vnormal = {1.0f,1.0f,1.0f, 1.0f},
493 vcurrent;
494
495 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
496 shader_menu_uColour( vcurrent );
497
498 /* Create matrix */
499 m4x3f mtx_size;
500 mdl_node_transform( btn->pnode, mtx );
501 m4x3_mul( menu_mdl_mtx, mtx, mtx );
502 m4x3_identity( mtx_size );
503 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
504 m4x3_mul( mtx, mtx_size, mtx );
505 shader_menu_uMdl( mtx );
506
507 for( int j=0; j<btn->pnode->submesh_count; j++ )
508 {
509 mdl_submesh *sm =
510 &menu_model.submesh_buffer[ btn->pnode->submesh_start+j ];
511 mdl_draw_submesh( sm );
512 }
513 }
514
515 /*
516 for( int i=0; i<menu_model->node_count; i++ )
517 {
518 mdl_node *pnode = mdl_node_from_id( menu_model, i );
519
520 for( int j=0; j<pnode->submesh_count; j++ )
521 {
522 mdl_submesh *sm =
523 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
524
525 mdl_node_transform( pnode, mtx );
526 m4x3_mul( menu_mdl_mtx, mtx, mtx );
527 shader_menu_uMdl( mtx );
528
529 mdl_draw_submesh( sm );
530 }
531 }
532 */
533 }
534
535 #endif /* MENU_H */