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