]> Dogcows Code - chaz/yoink/blobdiff - src/TitleLayer.cc
sockets documentation and cleanup
[chaz/yoink] / src / TitleLayer.cc
index a12168a9639eeeaf047b28b0317883e1906c184b..9e33c361f532b0345fc52910375e0be3dfbde477 100644 (file)
@@ -1,81 +1,69 @@
 
-/*******************************************************************************
-
- 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>
+/*]  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 <Moof/OpenGL.hh>
-#include <Moof/Transition.hh>
 
 #include "GameLayer.hh"
 #include "TitleLayer.hh"
 
 
-void TitleLayer::pushed(Mf::Engine& e)
+void TitleLayer::didAddToView()
 {
-       engine = &e;
-
-       Mf::Scalar coeff[] = {0.0, 1.0};
-       fadeIn.init(coeff, 0.1);
+       mFadeIn.init(0.0, 1.0);
+       mFadeIn.reset(0.1);
 
-       gameLayer = GameLayer::alloc();
+       //mGameLayer = GameLayer::alloc();
 }
 
 void TitleLayer::update(Mf::Scalar t, Mf::Scalar dt)
 {
-       if (!fadeIn.isDone()) fadeIn.update(t, dt);
+       mFadeIn.update(t, dt);
+       Mf::View::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);
+       Mf::View::draw(alpha);
 }
 
 bool TitleLayer::handleEvent(const Mf::Event& event)
 {
+       if (Mf::View::handleEvent(event)) return true;
+
        switch (event.type)
        {
                case SDL_KEYUP:
-                       Mf::LayerP titleLayer = engine->pop(this);
-                       //engine->pushLayer(GameLayer::alloc());
+                       if (event.key.keysym.sym == SDLK_ESCAPE)
+                       {
+                               parent().stop();
+                               return true;
+                       }
+
+                       mGameLayer = GameLayer::alloc();
+                       parent().addChild(mGameLayer);
 
-                       Mf::Scalar coeff[] = {0.0, 1.0};
-                       Mf::Lerp interp(coeff, 0.2);
+                       parent().removeChild(this);
+
+                       //Mf::Lerp interp(0.1);
+                       //interp.init(0.0, 1.0);
+
+                       //Mf::Transition<Mf::Lerp>::Ptr transition =
+                               //Mf::Transition<Mf::Lerp>::alloc(mGameLayer, titleLayer,
+                                                                                               //interp);
 
-                       //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: *************************************************/
-
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