]> Dogcows Code - chaz/yoink/blobdiff - src/TitleLayer.cc
sockets documentation and cleanup
[chaz/yoink] / src / TitleLayer.cc
index d31fe8702bff754e376a9cfd0cdc4d4ca2cd5a00..9e33c361f532b0345fc52910375e0be3dfbde477 100644 (file)
@@ -9,52 +9,57 @@
 *
 **************************************************************************/
 
-#include <Moof/Core.hh>
 #include <Moof/OpenGL.hh>
-#include <Moof/Transition.hh>
 
 #include "GameLayer.hh"
 #include "TitleLayer.hh"
 
 
-void TitleLayer::addedToCore()
+void TitleLayer::didAddToView()
 {
        mFadeIn.init(0.0, 1.0);
        mFadeIn.reset(0.1);
 
-       mGameLayer = GameLayer::alloc();
+       //mGameLayer = GameLayer::alloc();
 }
 
 void TitleLayer::update(Mf::Scalar t, Mf::Scalar dt)
 {
        mFadeIn.update(t, dt);
+       Mf::View::update(t, dt);
 }
 
 void TitleLayer::draw(Mf::Scalar alpha) const
 {
        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:
                        if (event.key.keysym.sym == SDLK_ESCAPE)
                        {
-                               break;
+                               parent().stop();
+                               return true;
                        }
 
-                       Mf::LayerP titleLayer = Mf::core.pop(this);
+                       mGameLayer = GameLayer::alloc();
+                       parent().addChild(mGameLayer);
+
+                       parent().removeChild(this);
 
-                       Mf::Lerp interp(0.1);
-                       interp.init(0.0, 1.0);
+                       //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::core.push(transition);
+                       //Mf::Transition<Mf::Lerp>::Ptr transition =
+                               //Mf::Transition<Mf::Lerp>::alloc(mGameLayer, titleLayer,
+                                                                                               //interp);
 
                        return true;
        }
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