]> Dogcows Code - chaz/yoink/blobdiff - src/TitleLayer.cc
fixed layer bugs; generalized octree
[chaz/yoink] / src / TitleLayer.cc
diff --git a/src/TitleLayer.cc b/src/TitleLayer.cc
new file mode 100644 (file)
index 0000000..a12168a
--- /dev/null
@@ -0,0 +1,81 @@
+
+/*******************************************************************************
+
+ 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: *************************************************/
+
This page took 0.024217 seconds and 4 git commands to generate.