Exemplo n.º 1
0
    IntroState::IntroState(Engine* p_engine) :
        GameState(p_engine),
        m_totalMilliseconds(std::time_t(2000)),
        m_elapsedMilliseconds(0)
    {
        std::clog << "Entering intro state..." << std::endl;

        // do one input state capture just to hide the mouse cursor
        InputSystem* inputSystem = m_engine->getInputSystem();
        inputSystem->capture();

        // get the material by name
        std::clog << "Loading fade overlay material..." << std::endl;
        Ogre::ResourcePtr resptr = Ogre::MaterialManager::getSingleton().
            getByName("Materials/FadeOverlay");
        Ogre::Material* material = dynamic_cast<Ogre::Material*>(resptr.getPointer());
        Ogre::Technique* tech = material->getTechnique(0);
        Ogre::Pass* pass = tech->getPass(0);

        m_textureUnitState = pass->getTextureUnitState(0);

        // get the overlay
        std::clog << "Loading fade overlay..." << std::endl;
        m_fadeOverlay = Ogre::OverlayManager::getSingleton().getByName("Overlays/FadeOverlay");

        m_alpha = 1.0;
        m_fadeOverlay->show();
    }