--- /dev/null
+
+/*******************************************************************************
+
+ 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>
+#include <Moof/OpenGL.hh>
+#include <Moof/Transition.hh>
+
+#include "GameLayer.hh"
+#include "TitleLayer.hh"
+
+
+void TitleLayer::pushed(Mf::Engine& e)
+{
+ engine = &e;
+
+ Mf::Scalar coeff[] = {0.0, 1.0};
+ fadeIn.init(coeff, 0.1);
+
+ gameLayer = GameLayer::alloc();
+}
+
+void TitleLayer::update(Mf::Scalar t, Mf::Scalar dt)
+{
+ if (!fadeIn.isDone()) fadeIn.update(t, dt);
+}
+
+void TitleLayer::draw(Mf::Scalar alpha) const
+{
+ glClearColor(0.0, 0.0, fadeIn.getState(alpha), 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+bool TitleLayer::handleEvent(const Mf::Event& event)
+{
+ switch (event.type)
+ {
+ case SDL_KEYUP:
+ Mf::LayerP titleLayer = engine->pop(this);
+ //engine->pushLayer(GameLayer::alloc());
+
+ Mf::Scalar coeff[] = {0.0, 1.0};
+ Mf::Lerp interp(coeff, 0.2);
+
+ //Mf::LayerP gameLayer = GameLayer::alloc();
+ Mf::Transition<Mf::Lerp>::Ptr transition =
+ Mf::Transition<Mf::Lerp>::alloc(gameLayer, titleLayer, interp);
+ engine->push(transition);
+ return true;
+ }
+
+ return false;
+}
+
+
+/** vim: set ts=4 sw=4 tw=80: *************************************************/
+