-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-
- * Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
-
-#include <Moof/Engine.hh>
+/*] Copyright (c) 2009-2010, Charles McGarvey [**************************
+**] All rights reserved.
+*
+* vi:ts=4 sw=4 tw=75
+*
+* Distributable under the terms and conditions of the 2-clause BSD license;
+* see the file COPYING for a complete text of the license.
+*
+**************************************************************************/
+
#include <Moof/OpenGL.hh>
-#include <Moof/Transition.hh>
#include "GameLayer.hh"
#include "TitleLayer.hh"
-void TitleLayer::pushed(Mf::Engine& engine)
+void TitleLayer::didAddToView()
{
- Mf::Scalar coeff[] = {0.0, 1.0};
- mFadeIn.init(coeff, 0.1);
+ mFadeIn.init(0.0, 1.0);
+ mFadeIn.reset(0.1);
- mGameLayer = GameLayer::alloc();
+ //mGameLayer = GameLayer::alloc();
}
-void TitleLayer::update(Mf::Engine& engine, Mf::Scalar t, Mf::Scalar dt)
+void TitleLayer::update(Mf::Scalar t, Mf::Scalar dt)
{
- if (!mFadeIn.isDone()) mFadeIn.update(t, dt);
+ mFadeIn.update(t, dt);
+ Mf::View::update(t, dt);
}
-void TitleLayer::draw(Mf::Engine& engine, Mf::Scalar alpha) const
+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(Mf::Engine& engine, const Mf::Event& event)
+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;
- //}
+ if (event.key.keysym.sym == SDLK_ESCAPE)
+ {
+ parent().stop();
+ return true;
+ }
+
+ mGameLayer = GameLayer::alloc();
+ parent().addChild(mGameLayer);
- Mf::LayerP titleLayer = engine.pop(this);
- //engine.pushLayer(GameLayer::alloc());
+ parent().removeChild(this);
- Mf::Scalar coeff[] = {0.0, 0.75, 0.99, 1.0};
- Mf::PolynomialInterpolator<3> interp(coeff, 0.1);
+ //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::LayerP mGameLayer = GameLayer::alloc();
- Mf::Transition<Mf::PolynomialInterpolator<3> >::Ptr transition =
- Mf::Transition<Mf::PolynomialInterpolator<3> >::alloc(mGameLayer, titleLayer, interp);
- engine.push(transition);
return true;
}
return false;
}
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-