cleaned up interpolator classes
[chaz/yoink] / src / TitleLayer.cc
1
2 /*******************************************************************************
3
4 Copyright (c) 2009, Charles McGarvey
5 All rights reserved.
6
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
9
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
15
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26
27 *******************************************************************************/
28
29 #include <Moof/Core.hh>
30 #include <Moof/OpenGL.hh>
31 #include <Moof/Transition.hh>
32
33 #include "GameLayer.hh"
34 #include "TitleLayer.hh"
35
36
37 void TitleLayer::addedToCore()
38 {
39 mFadeIn.init(0.0, 1.0);
40 mFadeIn.reset(0.1);
41
42 mGameLayer = GameLayer::alloc();
43 }
44
45 void TitleLayer::update(Mf::Scalar t, Mf::Scalar dt)
46 {
47 mFadeIn.update(t, dt);
48 }
49
50 void TitleLayer::draw(Mf::Scalar alpha) const
51 {
52 glClearColor(0.0, 0.0, mFadeIn.getState(alpha), 1.0);
53 glClear(GL_COLOR_BUFFER_BIT);
54 }
55
56 bool TitleLayer::handleEvent(const Mf::Event& event)
57 {
58 switch (event.type)
59 {
60 case SDL_KEYUP:
61 if (event.key.keysym.sym == SDLK_ESCAPE)
62 {
63 break;
64 }
65
66 Mf::LayerP titleLayer = Mf::core.pop(this);
67
68 Mf::Lerp interp(0.1);
69 interp.init(0.0, 1.0);
70
71 Mf::Transition<Mf::Lerp>::Ptr transition =
72 Mf::Transition<Mf::Lerp>::alloc(mGameLayer, titleLayer, interp);
73 Mf::core.push(transition);
74
75 return true;
76 }
77
78 return false;
79 }
80
81
82 /** vim: set ts=4 sw=4 tw=80: *************************************************/
83
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