#include "TitleLayer.hh"
-void TitleLayer::pushed(Mf::Engine& engine)
+void TitleLayer::pushedOntoEngine()
{
Mf::Scalar coeff[] = {0.0, 1.0};
mFadeIn.init(coeff, 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);
}
-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)
{
//break;
//}
- Mf::LayerP titleLayer = engine.pop(this);
+ Mf::LayerP titleLayer = Mf::engine.pop(this);
//engine.pushLayer(GameLayer::alloc());
Mf::Scalar coeff[] = {0.0, 0.75, 0.99, 1.0};
//Mf::LayerP mGameLayer = GameLayer::alloc();
Mf::Transition<Mf::PolynomialInterpolator<3> >::Ptr transition =
Mf::Transition<Mf::PolynomialInterpolator<3> >::alloc(mGameLayer, titleLayer, interp);
- engine.push(transition);
+ Mf::engine.push(transition);
return true;
}