/*] 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 #include "GameLayer.hh" #include "TitleLayer.hh" void TitleLayer::did_add_to_view() { mFadeIn.init(0.0, 1.0, 0.15); //mGameLayer = GameLayer::alloc(); } void TitleLayer::update(moof::scalar t, moof::scalar dt) { mFadeIn.update(t, dt); moof::view::update(t, dt); } void TitleLayer::draw(moof::scalar alpha) const { glClearColor(0.0, 0.0, mFadeIn.state(alpha), 1.0); glClear(GL_COLOR_BUFFER_BIT); moof::view::draw(alpha); } bool TitleLayer::handle_event(const moof::event& event) { if (moof::view::handle_event(event)) return true; switch (event.type) { case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) { parent().stop(); return true; } mGameLayer = GameLayer::alloc(); parent().add_child(mGameLayer); parent().remove_child(this); //moof::lerp_scalar interp(0.1); //interp.init(0.0, 1.0); //moof::Transition::Ptr transition = //moof::Transition::alloc(mGameLayer, titleLayer, //interp); return true; } return false; }