*
**************************************************************************/
-#include <Moof/Core.hh>
#include <Moof/OpenGL.hh>
-#include <Moof/Transition.hh>
#include "GameLayer.hh"
#include "TitleLayer.hh"
-void TitleLayer::addedToCore()
+void TitleLayer::didAddToView()
{
mFadeIn.init(0.0, 1.0);
mFadeIn.reset(0.1);
- mGameLayer = GameLayer::alloc();
+ //mGameLayer = GameLayer::alloc();
}
void TitleLayer::update(Mf::Scalar t, Mf::Scalar dt)
{
mFadeIn.update(t, dt);
+ Mf::View::update(t, dt);
}
void TitleLayer::draw(Mf::Scalar alpha) const
{
glClearColor(0.0, 0.0, mFadeIn.getState(alpha), 1.0);
glClear(GL_COLOR_BUFFER_BIT);
+ Mf::View::draw(alpha);
}
bool TitleLayer::handleEvent(const Mf::Event& event)
{
+ if (Mf::View::handleEvent(event)) return true;
+
switch (event.type)
{
case SDL_KEYUP:
if (event.key.keysym.sym == SDLK_ESCAPE)
{
- break;
+ parent().stop();
+ return true;
}
- Mf::LayerP titleLayer = Mf::core.pop(this);
+ mGameLayer = GameLayer::alloc();
+ parent().addChild(mGameLayer);
+
+ parent().removeChild(this);
- Mf::Lerp interp(0.1);
- interp.init(0.0, 1.0);
+ //Mf::Lerp interp(0.1);
+ //interp.init(0.0, 1.0);
- Mf::Transition<Mf::Lerp>::Ptr transition =
- Mf::Transition<Mf::Lerp>::alloc(mGameLayer, titleLayer,
- interp);
- Mf::core.push(transition);
+ //Mf::Transition<Mf::Lerp>::Ptr transition =
+ //Mf::Transition<Mf::Lerp>::alloc(mGameLayer, titleLayer,
+ //interp);
return true;
}