*******************************************************************************/
-#include <Moof/Engine.hh>
+#include <Moof/Core.hh>
#include <Moof/OpenGL.hh>
#include <Moof/Transition.hh>
#include "TitleLayer.hh"
-void TitleLayer::pushed(Mf::Engine& engine)
+void TitleLayer::addedToCore()
{
- Mf::Scalar coeff[] = {0.0, 1.0};
- mFadeIn.init(coeff, 0.1);
+ mFadeIn.init(0.0, 1.0);
+ mFadeIn.reset(0.1);
mGameLayer = GameLayer::alloc();
}
-void TitleLayer::update(Mf::Engine& engine, Mf::Scalar t, Mf::Scalar dt)
+void TitleLayer::update(Mf::Scalar t, Mf::Scalar dt)
{
- if (!mFadeIn.isDone()) mFadeIn.update(t, dt);
+ mFadeIn.update(t, dt);
}
-void TitleLayer::draw(Mf::Engine& engine, Mf::Scalar alpha) const
+void TitleLayer::draw(Mf::Scalar alpha) const
{
glClearColor(0.0, 0.0, mFadeIn.getState(alpha), 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
-bool TitleLayer::handleEvent(Mf::Engine& engine, const Mf::Event& event)
+bool TitleLayer::handleEvent(const Mf::Event& event)
{
switch (event.type)
{
case SDL_KEYUP:
- //if (event.key.keysym.sym == SDLK_ESCAPE)
- //{
- //break;
- //}
+ if (event.key.keysym.sym == SDLK_ESCAPE)
+ {
+ break;
+ }
- Mf::LayerP titleLayer = engine.pop(this);
- //engine.pushLayer(GameLayer::alloc());
+ Mf::LayerP titleLayer = Mf::core.pop(this);
- Mf::Scalar coeff[] = {0.0, 0.75, 0.99, 1.0};
- Mf::PolynomialInterpolator<3> interp(coeff, 0.1);
+ 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::LayerP mGameLayer = GameLayer::alloc();
- Mf::Transition<Mf::PolynomialInterpolator<3> >::Ptr transition =
- Mf::Transition<Mf::PolynomialInterpolator<3> >::alloc(mGameLayer, titleLayer, interp);
- engine.push(transition);
return true;
}