#include "TitleLayer.hh"
-void TitleLayer::pushed(Mf::Engine& e)
+void TitleLayer::pushed(Mf::Engine& engine)
{
- engine = &e;
+ mEngine = &engine;
Mf::Scalar coeff[] = {0.0, 1.0};
- fadeIn.init(coeff, 0.1);
+ mFadeIn.init(coeff, 0.1);
- gameLayer = GameLayer::alloc();
+ mGameLayer = GameLayer::alloc();
}
void TitleLayer::update(Mf::Scalar t, Mf::Scalar dt)
{
- if (!fadeIn.isDone()) fadeIn.update(t, dt);
+ if (!mFadeIn.isDone()) mFadeIn.update(t, dt);
}
void TitleLayer::draw(Mf::Scalar alpha) const
{
- glClearColor(0.0, 0.0, fadeIn.getState(alpha), 1.0);
+ glClearColor(0.0, 0.0, mFadeIn.getState(alpha), 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
switch (event.type)
{
case SDL_KEYUP:
- Mf::LayerP titleLayer = engine->pop(this);
- //engine->pushLayer(GameLayer::alloc());
+ Mf::LayerP titleLayer = mEngine->pop(this);
+ //mEngine->pushLayer(GameLayer::alloc());
Mf::Scalar coeff[] = {0.0, 1.0};
Mf::Lerp interp(coeff, 0.2);
- //Mf::LayerP gameLayer = GameLayer::alloc();
+ //Mf::LayerP mGameLayer = GameLayer::alloc();
Mf::Transition<Mf::Lerp>::Ptr transition =
- Mf::Transition<Mf::Lerp>::alloc(gameLayer, titleLayer, interp);
- engine->push(transition);
+ Mf::Transition<Mf::Lerp>::alloc(mGameLayer, titleLayer, interp);
+ mEngine->push(transition);
return true;
}