void Title::update( Controller::NoState::SceneName* next_scene_name, Constants::PlayMode* play_mode) { const Constants::PlayMode modes[] = {Constants::PlayMode1P, Constants::PlayMode2P}; GameLib::Framework f = GameLib::Framework::instance(); ::Game::InputManager user1_input = ::Game::InputManager::user1(); if (user1_input.is_option()) { *next_scene_name = Controller::NoState::SceneGame; *play_mode = modes[looped_index_]; } else if (user1_input.is_top_triggered()) { ++looped_index_; } else if (user1_input.is_bottom_triggered()) { --looped_index_; } f.drawDebugString(0, 0, "[TITLE]", 0xffffffff); f.drawDebugString(1, 1, "1P Mode", 0xffffffff); f.drawDebugString(1, 2, "2P Mode", 0xffffffff); f.drawDebugString(0, looped_index_ + 1, ">", 0xffffffff); }
void Success::update(State* state, Controller::Game::SceneName* next_scene_name) { GameLib::Framework f = GameLib::Framework::instance(); ::Game::InputManager user1_input = ::Game::InputManager::user1(); if (user1_input.is_option()) { *next_scene_name = Controller::Game::SceneNoStateEnding; } f.drawDebugString(0, 0, "SUCCESS!!!", 0xffffffff); state->draw(); }