6 #include "world_render.h"
9 #include "shaders/menu.h"
10 #include "vg_steam_friends.h"
11 #include "submodules/tinydir/tinydir.h"
13 VG_STATIC mdl_context menu_model
;
14 VG_STATIC glmesh menu_glmesh
;
15 VG_STATIC m4x3f menu_mdl_mtx
;
16 VG_STATIC
float menu_opacity
= 0.0f
;
17 VG_STATIC
float menu_input_cooldown
= 0.0f
;
18 VG_STATIC
float menu_fov_target
= 97.0f
;
19 VG_STATIC v2f menu_extra_angles
;
21 VG_STATIC
int cl_menu
= 0,
24 VG_STATIC
int menu_enabled(void){ return cl_menu
; }
26 VG_STATIC
const char *playermodels
[] = { "ch_new", "ch_jordan", "ch_outlaw" };
28 vg_tex2d tex_menu
= { .path
= "textures/menu.qoi",.flags
= VG_TEXTURE_NEAREST
};
30 VG_STATIC
struct input_binding input_menu_h
,
35 input_menu_toggle_kbm
;
37 VG_STATIC
void menu_btn_quit( int event
);
38 VG_STATIC
void menu_btn_skater( int event
);
39 VG_STATIC
void menu_btn_fuckoff( int event
);
40 VG_STATIC
void menu_btn_reset( int event
);
41 VG_STATIC
void menu_btn_map( int event
);
42 VG_STATIC
void menu_btn_settings( int event
);
44 VG_STATIC mdl_node
*menu_pnode_fov_slider
,
68 k_menu_page_main
= 0x1,
69 k_menu_page_skater
= 0x2,
70 k_menu_page_quit
= 0x4,
71 k_menu_page_settings
= 0x8,
72 k_menu_page_map
= 0x10
75 VG_STATIC
int menu_vis( int group_mask
)
77 if( group_mask
& game_menu
.page
)
83 VG_STATIC
int menu_controller( int ctr
)
85 if( (game_menu
.page
& (k_menu_page_main
|k_menu_page_settings
))
86 && (ctr
== menu_display_controller
) )
91 VG_STATIC
int menu_controller_inf( int ctr
)
93 if( (game_menu
.page
& k_menu_page_settings
) && (ctr
== menu_display_controller
) )
102 int (*fn_visibility
)( int user
);
105 void (*fn_press
)( int event
);
115 VG_STATIC menu_buttons
[] =
118 "text_quit", menu_vis
, k_menu_page_main
|k_menu_page_quit
,
119 .fn_press
= menu_btn_quit
,
120 .ld
="text_reset", .lr
="text_settings", .ll
="text_map"
123 "text_quitty", menu_vis
, k_menu_page_quit
126 "text_yes", menu_vis
, k_menu_page_quit
,
127 .fn_press
= menu_btn_fuckoff
130 "text_reset", menu_vis
, k_menu_page_main
,
131 .fn_press
= menu_btn_reset
,
132 .lu
="text_quit", .ld
="text_skater", .ll
="text_map", .lr
="text_settings"
135 "text_skater", menu_vis
, k_menu_page_main
|k_menu_page_skater
,
136 .fn_press
= menu_btn_skater
,
137 .lu
="text_reset", .ll
="text_map", .lr
="text_settings"
140 "text_map", menu_vis
, k_menu_page_main
,
141 .fn_press
= menu_btn_map
,
145 "text_settings", menu_vis
, k_menu_page_main
|k_menu_page_settings
,
146 .fn_press
= menu_btn_settings
,
150 "skater_left", menu_vis
, k_menu_page_skater
153 "skater_right", menu_vis
, k_menu_page_skater
156 { "fov_slider", menu_vis
, k_menu_page_settings
},
157 { "fov_info", menu_vis
, k_menu_page_settings
},
159 { "ctr_xbox", menu_controller_inf
, k_menu_controller_type_xbox
, },
160 { "ctr_xbox_text", menu_controller_inf
, k_menu_controller_type_xbox
},
161 { "ctr_steam", menu_controller_inf
, k_menu_controller_type_steam
},
162 { "ctr_steam_text", menu_controller_inf
, k_menu_controller_type_steam
},
163 { "ctr_deck", menu_controller_inf
, k_menu_controller_type_steam_deck
},
164 { "ctr_deck_text", menu_controller_inf
, k_menu_controller_type_steam_deck
},
165 { "ctr_ps", menu_controller_inf
, k_menu_controller_type_playstation
},
166 { "ctr_ps_text", menu_controller_inf
, k_menu_controller_type_playstation
},
167 { "ctr_kbm", menu_controller_inf
, k_menu_controller_type_keyboard
},
168 { "ctr_kbm_text", menu_controller_inf
, k_menu_controller_type_keyboard
},
170 "text_paused", menu_vis
, k_menu_page_main
174 VG_STATIC
int menu_get_loc( const char *loc
)
176 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
177 if( !strcmp( menu_buttons
[i
].name
, loc
) )
184 VG_STATIC
void menu_btn_reset( int event
)
186 reset_player(0,NULL
);
187 world_routes_clear();
193 VG_STATIC
void menu_btn_fuckoff( int event
)
195 vg
.window_should_close
= 1;
198 VG_STATIC
void menu_btn_quit( int event
)
200 game_menu
.page
= k_menu_page_quit
;
201 game_menu
.loc
= menu_get_loc( "text_yes" );
204 VG_STATIC
void menu_btn_settings( int event
)
206 game_menu
.page
= k_menu_page_settings
;
207 game_menu
.loc
= menu_get_loc( "fov_slider" );
210 VG_STATIC
void menu_btn_skater( int event
)
212 game_menu
.page
= k_menu_page_skater
;
215 VG_STATIC
void menu_btn_map( int event
)
217 game_menu
.page
= k_menu_page_map
;
218 game_menu
.map_count
= 0;
219 game_menu
.selected_map
= 0;
222 tinydir_open( &dir
, "maps" );
224 while( dir
.has_next
)
227 tinydir_readfile( &dir
, &file
);
231 struct menu_map_file
*mf
= &game_menu
.maps_list
[ game_menu
.map_count
];
233 vg_strncpy( file
.name
, mf
->name
,
234 vg_list_size(game_menu
.maps_list
[0].name
)-1 );
236 game_menu
.map_count
++;
237 if( game_menu
.map_count
== vg_list_size(game_menu
.maps_list
) )
241 tinydir_next( &dir
);
247 VG_STATIC
void menu_crap_ui(void)
249 if( cl_menu
&& (game_menu
.page
== k_menu_page_map
) )
252 box
[0] = vg
.window_x
/2 - 150;
253 box
[1] = vg
.window_y
/2 - 300;
257 ui_fill_rect( box
, 0xa0000000 );
259 if( game_menu
.map_count
== 0 )
261 ui_text( (ui_rect
){ vg
.window_x
/2, box
[1]+8, 0,0 }, "No maps found", 1,
262 k_text_align_center
);
266 ui_rect_pad( box
, 4 );
269 for( int i
=0; i
<game_menu
.map_count
; i
++ )
271 struct menu_map_file
*mf
= &game_menu
.maps_list
[ i
];
273 ui_fill_rect( box
, game_menu
.selected_map
== i
? 0xa0ffffff:
275 ui_text( (ui_rect
){ vg
.window_x
/2, box
[1]+2, 0,0 },
276 mf
->name
, 1, k_text_align_center
);
283 VG_STATIC
void steam_on_game_overlay( CallbackMsg_t
*msg
)
285 GameOverlayActivated_t
*inf
= (GameOverlayActivated_t
*)msg
->m_pubParam
;
286 vg_info( "Steam game overlay activated; pausing\n" );
291 game_menu
.page
= k_menu_page_main
;
292 game_menu
.loc
= menu_get_loc( "text_skater" );
296 VG_STATIC
void menu_init(void)
298 vg_create_unnamed_input( &input_menu_h
, k_input_type_axis
);
299 vg_create_unnamed_input( &input_menu_v
, k_input_type_axis
);
300 vg_create_unnamed_input( &input_menu_back
, k_input_type_button
);
301 vg_create_unnamed_input( &input_menu_press
, k_input_type_button
);
302 vg_create_unnamed_input( &input_menu_toggle
, k_input_type_button
);
303 vg_create_unnamed_input( &input_menu_toggle_kbm
, k_input_type_button
);
305 vg_apply_bind_str( &input_menu_h
, "", "gp-ls-h" );
306 vg_apply_bind_str( &input_menu_h
, "+", "right" );
307 vg_apply_bind_str( &input_menu_h
, "-", "left" );
308 vg_apply_bind_str( &input_menu_v
, "", "-gp-ls-v" );
309 vg_apply_bind_str( &input_menu_v
, "+", "up" );
310 vg_apply_bind_str( &input_menu_v
, "-", "down" );
311 vg_apply_bind_str( &input_menu_press
, "", "gp-a" );
312 vg_apply_bind_str( &input_menu_press
, "", "\2enter" );
313 vg_apply_bind_str( &input_menu_back
, "", "gp-b" );
314 vg_apply_bind_str( &input_menu_back
, "", "\2escape" );
315 vg_apply_bind_str( &input_menu_toggle_kbm
, "", "\2escape" );
316 vg_apply_bind_str( &input_menu_toggle
, "", "\2gp-menu" );
318 vg_linear_clear( vg_mem
.scratch
);
320 mdl_open( &menu_model
, "models/rs_menu.mdl" );
321 mdl_load_metadata( &menu_model
, vg_mem
.rtmemory
);
322 mdl_load_mesh_data( &menu_model
, vg_mem
.scratch
);
323 mdl_invert_uv_coordinates( &menu_model
);
324 mdl_close( &menu_model
);
326 vg_acquire_thread_sync();
328 mdl_unpack_glmesh( &menu_model
, &menu_glmesh
);
329 vg_tex2d_init( (vg_tex2d
*[]){ &tex_menu
}, 1 );
331 vg_release_thread_sync();
333 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
335 struct menu_button
*btn
= &menu_buttons
[i
];
336 btn
->pnode
= mdl_node_from_name( &menu_model
, btn
->name
);
339 vg_fatal_exit_loop( "Menu programming error" );
342 menu_pnode_fov_max
= mdl_node_from_name( &menu_model
, "fov_slider_max" );
343 menu_pnode_fov_min
= mdl_node_from_name( &menu_model
, "fov_slider_min" );
344 menu_pnode_fov_slider
= mdl_node_from_name( &menu_model
, "fov_slider" );
346 shader_menu_register();
349 steam_register_callback( k_iGameOverlayActivated
, steam_on_game_overlay
);
353 VG_STATIC
void menu_run_directional(void)
355 struct menu_button
*btn
= &menu_buttons
[ game_menu
.loc
];
357 if( vg_input_button_down( &input_menu_press
) )
362 audio_play_oneshot( &audio_ui
[0], 1.0f
);
370 if( menu_input_cooldown
<= 0.0f
)
372 v2f dir
= { input_menu_h
.axis
.value
,
373 -input_menu_v
.axis
.value
};
375 if( v2_length2( dir
) > 0.8f
*0.8f
)
377 const char *link
= NULL
;
379 if( fabsf(dir
[0]) > fabsf(dir
[1]) )
381 if( dir
[0] > 0.0f
) link
= btn
->lr
;
386 if( dir
[1] > 0.0f
) link
= btn
->ld
;
392 game_menu
.loc
= menu_get_loc( link
);
393 menu_input_cooldown
= 0.25f
;
399 VG_STATIC
int menu_page_should_backout(void)
401 return vg_input_button_down( &input_menu_back
);
404 VG_STATIC
void menu_close(void)
408 game_menu
.loc
= menu_get_loc( "text_skater" );
411 VG_STATIC
void menu_page_main(void)
413 if( menu_page_should_backout() )
419 menu_fov_target
= 112.0f
;
420 menu_run_directional();
423 VG_STATIC
void menu_page_map(void)
425 if( menu_page_should_backout() )
427 game_menu
.page
= k_menu_page_main
;
428 game_menu
.loc
= menu_get_loc( "text_map" );
431 if( game_menu
.map_count
> 0 )
433 float v
= input_menu_v
.axis
.value
;
434 if( (fabsf(v
) > 0.7f
) && (menu_input_cooldown
<= 0.0f
) )
437 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
442 game_menu
.selected_map
--;
444 if( game_menu
.selected_map
< 0 )
445 game_menu
.selected_map
= game_menu
.map_count
-1;
447 menu_input_cooldown
= 0.25f
;
451 game_menu
.selected_map
++;
453 if( game_menu
.selected_map
>= game_menu
.map_count
)
454 game_menu
.selected_map
= 0;
456 menu_input_cooldown
= 0.25f
;
460 if( vg_input_button_down( &input_menu_press
) )
464 strcpy( temp
, "maps/" );
465 strcat( temp
, game_menu
.maps_list
[game_menu
.selected_map
].name
);
467 world_change_world( 1, (const char *[]){ temp
} );
472 menu_fov_target
= 80.0f
;
475 VG_STATIC
void menu_page_quit(void)
477 if( menu_page_should_backout() )
479 game_menu
.page
= k_menu_page_main
;
480 game_menu
.loc
= menu_get_loc( "text_quit" );
483 menu_fov_target
= 90.0f
;
484 menu_run_directional();
487 VG_STATIC
void menu_page_skater(void)
489 float h
= input_menu_h
.axis
.value
;
490 menu_fov_target
= 97.0f
;
492 if( menu_page_should_backout() )
494 game_menu
.page
= k_menu_page_main
;
495 game_menu
.loc
= menu_get_loc( "text_skater" );
499 if( (fabsf(h
) > 0.7f
) && (menu_input_cooldown
<= 0.0f
) )
502 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
508 if( cl_playermdl_id
< 0 )
511 int li
= menu_get_loc( "skater_left" );
513 menu_buttons
[li
].fsize
= 0.4f
;
514 menu_buttons
[li
].falpha
= 1.0f
;
516 menu_input_cooldown
= 0.25f
;
521 if( cl_playermdl_id
> 2 )
524 int ri
= menu_get_loc( "skater_left" );
526 menu_buttons
[ri
].fsize
= 0.4f
;
527 menu_buttons
[ri
].falpha
= 1.0f
;
529 menu_input_cooldown
= 0.25f
;
534 VG_STATIC
void menu_page_settings(void)
536 float h
= input_menu_h
.axis
.value
;
537 if( fabsf(h
) > 0.04f
)
538 g_fov_option
+= h
* vg
.frame_delta
;
539 g_fov_option
= vg_clampf( g_fov_option
, 0.0f
, 1.0f
);
541 v3_lerp( menu_pnode_fov_min
->co
, menu_pnode_fov_max
->co
, g_fov_option
,
542 menu_pnode_fov_slider
->co
);
544 menu_fov_target
= vg_lerpf( 97.0f
, 135.0f
, g_fov_option
) * 0.8f
;
546 if( menu_page_should_backout() )
548 game_menu
.page
= k_menu_page_main
;
549 game_menu
.loc
= menu_get_loc( "text_settings" );
554 VG_STATIC
void menu_update(void)
556 vg_input_update( 1, &input_menu_h
);
557 vg_input_update( 1, &input_menu_v
);
558 vg_input_update( 1, &input_menu_back
);
559 vg_input_update( 1, &input_menu_press
);
560 vg_input_update( 1, &input_menu_toggle
);
561 vg_input_update( 1, &input_menu_toggle_kbm
);
563 int toggle_gp
= vg_input_button_down( &input_menu_toggle
),
564 toggle_kb
= vg_input_button_down( &input_menu_toggle_kbm
),
567 if( toggle_gp
|| toggle_kb
)
586 if( !wait_for_a_sec
&& cl_menu
)
588 if( game_menu
.page
== k_menu_page_main
)
590 else if( game_menu
.page
== k_menu_page_skater
)
592 else if( game_menu
.page
== k_menu_page_quit
)
594 else if( game_menu
.page
== k_menu_page_settings
)
595 menu_page_settings();
596 else if( game_menu
.page
== k_menu_page_map
)
600 struct menu_button
*btn
= &menu_buttons
[ game_menu
.loc
];
608 v3f
*mtx
= player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
];
609 m3x3_mulv( mtx
, (v3f
){-1.0f
,0.0f
,0.0f
}, lookdir
);
612 v3_normalize( lookdir
);
618 v3_copy(player
.mdl
.ragdoll
[ player
.mdl
.id_hip
-1 ].rb
.co
, center_rough
);
622 v3_add( player
.camera_pos
, player
.visual_transform
[3], center_rough
);
623 v3_muls( center_rough
, 0.5f
, center_rough
);
626 v3_muladds( center_rough
, lookdir
, 1.5f
, pos
);
627 v3_add( (v3f
){ 0.0f
,0.8f
,0.0f
}, pos
, pos
);
630 angles
[0] = -atan2f( lookdir
[0], lookdir
[2] );
632 /* setup model matrix */
634 q_axis_angle( qmenu_mdl
, (v3f
){0.0f
,1.0f
,0.0f
}, -angles
[0] );
636 q_m3x3( qmenu_mdl
, menu_mdl_mtx
);
637 v3_copy( center_rough
, menu_mdl_mtx
[3] );
643 v3_sub( btn
->pnode
->co
, (v3f
){ 0.0f
,1.5f
,-1.5f
}, delta
);
644 v3_normalize( delta
);
646 float y
= atan2f( delta
[0], delta
[2] ),
650 menu_extra_angles
[0] = vg_lerpf( menu_extra_angles
[0], y
, dt
);
651 menu_extra_angles
[1] = vg_lerpf( menu_extra_angles
[1], p
, dt
);
653 v2_muladds( angles
, menu_extra_angles
, 0.8f
, angles
);
654 angles
[0] = fmodf( angles
[0], VG_TAUf
);
659 camera_angles
[0] = vg_alerpf( camera_angles
[0], angles
[0], menu_opacity
);
660 camera_angles
[1] = vg_lerpf ( camera_angles
[1], angles
[1], menu_opacity
);
661 v3_lerp( camera_pos
, pos
, menu_opacity
, camera_pos
);
665 float dt
= vg
.frame_delta
* 6.0f
;
666 menu_opacity
= vg_lerpf( menu_opacity
, cl_menu
&&!cl_menu_go_away
, dt
);
668 if( menu_opacity
<= 0.01f
)
674 vg
.time_rate
= 1.0-(double)menu_opacity
;
678 menu_input_cooldown
-= vg
.frame_delta
;
682 /* https://iquilezles.org/articles/functions/ */
683 float expSustainedImpulse( float x
, float f
, float k
)
685 float s
= fmaxf(x
-f
,0.0f
);
686 return fminf( x
*x
/(f
*f
), 1.0f
+(2.0f
/f
)*s
*expf(-k
*s
));
689 VG_STATIC
void menu_render( m4x4f projection
)
692 glDisable(GL_DEPTH_TEST
);
693 glBlendFunc( GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
694 glBlendEquation(GL_FUNC_ADD
);
696 shader_fscolour_use();
697 shader_fscolour_uColour( (v4f
){ 0.1f
, 0.1f
, 0.3f
, menu_opacity
*0.5f
} );
700 glEnable( GL_DEPTH_TEST
);
701 glDisable( GL_BLEND
);
706 shader_menu_uColour( (v4f
){ 1.0f
,1.0f
,1.0f
,1.0f
} );
707 shader_menu_uTexMain( 1 );
708 vg_tex2d_bind( &tex_menu
, 1 );
710 shader_menu_uPv( projection
);
711 mesh_bind( &menu_glmesh
);
713 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
715 struct menu_button
*btn
= &menu_buttons
[i
];
716 float talpha
= i
==game_menu
.loc
? 1.0f
: 0.0f
,
717 tsize0
= btn
->fn_visibility( btn
->user
)? 1.0f
: 0.0f
,
718 tsize1
= i
==game_menu
.loc
? 0.07f
: 0.0f
,
719 tsize
= tsize0
+tsize1
;
721 btn
->falpha
= vg_lerpf( btn
->falpha
, talpha
, vg
.frame_delta
* 14.0f
);
722 btn
->fsize
= vg_lerpf( btn
->fsize
, tsize
, vg
.frame_delta
* 3.0f
);
725 v4f vselected
= {0.95f
*1.3f
,0.45f
*1.3f
,0.095f
*1.3f
, 1.0f
},
726 vnormal
= {1.0f
,1.0f
,1.0f
, 1.0f
},
729 v4_lerp( vnormal
, vselected
, btn
->falpha
, vcurrent
);
730 shader_menu_uColour( vcurrent
);
734 mdl_node_transform( btn
->pnode
, mtx
);
735 m4x3_mul( menu_mdl_mtx
, mtx
, mtx
);
736 m4x3_identity( mtx_size
);
737 m4x3_scale( mtx_size
, expSustainedImpulse( btn
->fsize
, 0.5f
, 8.7f
) );
738 m4x3_mul( mtx
, mtx_size
, mtx
);
739 shader_menu_uMdl( mtx
);
741 for( int j
=0; j
<btn
->pnode
->submesh_count
; j
++ )
744 &menu_model
.submesh_buffer
[ btn
->pnode
->submesh_start
+j
];
745 mdl_draw_submesh( sm
);
750 for( int i=0; i<menu_model->node_count; i++ )
752 mdl_node *pnode = mdl_node_from_id( menu_model, i );
754 for( int j=0; j<pnode->submesh_count; j++ )
757 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
759 mdl_node_transform( pnode, mtx );
760 m4x3_mul( menu_mdl_mtx, mtx, mtx );
761 shader_menu_uMdl( mtx );
763 mdl_draw_submesh( sm );