axmol/cocos/2d/CCTransition.cpp

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/****************************************************************************
Copyright (c) 2009-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
Squashed commit of the following: commit c16dcfaaea0922039aad05bce1f4efed18e04871 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:05:18 2014 -0700 more linux fixes commit 1553795976c9090a1b46deb53d12910fe0676008 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:04:04 2014 -0700 more linux fixes commit 1e43a8cabff33cbf25aa5eb5412f53a878222d83 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:02:07 2014 -0700 fixes linux isuses commit 723a445dd6411f91846da2b801248ad8298174f1 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:58:50 2014 -0700 more linux fixes commit 533c8025e794fc76cef02f396b3a93b3d7f4cfc8 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:57:33 2014 -0700 more linux fixes commit 4ba1e84959670bcbf044f18d1c0d4b3cb3be4090 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:53:43 2014 -0700 more linux fixes commit 1f8e011f306a47ed4134224e5e349929201f0539 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:49:28 2014 -0700 more linux fixes commit 3e2033100822ff6d532a1b4f012337491dc11920 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:47:43 2014 -0700 more linux fixes commit 2e708863c75fd032f1b2396dfdf1d31f7a62b713 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:46:00 2014 -0700 more linux fixes commit 861b5b92a6efd4de7b926c20d636ce9d749b293f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:43:15 2014 -0700 more linux fixes commit 2a43365a0c1755e9b9cada53301be1a20adb31cf Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:36:06 2014 -0700 more fixes for linux commit 7d332bf911892f87c7824d2a5da7bf73ce7ec411 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:35:29 2014 -0700 more fixes for linux commit f1becc17d3316dfe3678c23c9dcedb7a447d9235 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:34:44 2014 -0700 more fixes for linux commit d2e5959bb0dde921dd5e73be1d8acc3b3f50e51d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:33:45 2014 -0700 fixes for linux commit ad9b633c352107cf0e8b060a0e23d6e6a3f5e80f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:16:48 2014 -0700 compiles on Windows commit 4425ee8e5de8f42a2d6050e4470109600dce8b5d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:07:20 2014 -0700 fix builder
2014-05-01 10:09:13 +08:00
#include "2d/CCTransition.h"
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#include "base/CCDirector.h"
#include "2d/CCActionInterval.h"
#include "2d/CCActionInstant.h"
#include "2d/CCActionEase.h"
#include "2d/CCActionCamera.h"
#include "2d/CCActionTiledGrid.h"
#include "2d/CCActionGrid.h"
#include "2d/CCLayer.h"
Squashed commit of the following: commit c16dcfaaea0922039aad05bce1f4efed18e04871 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:05:18 2014 -0700 more linux fixes commit 1553795976c9090a1b46deb53d12910fe0676008 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:04:04 2014 -0700 more linux fixes commit 1e43a8cabff33cbf25aa5eb5412f53a878222d83 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:02:07 2014 -0700 fixes linux isuses commit 723a445dd6411f91846da2b801248ad8298174f1 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:58:50 2014 -0700 more linux fixes commit 533c8025e794fc76cef02f396b3a93b3d7f4cfc8 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:57:33 2014 -0700 more linux fixes commit 4ba1e84959670bcbf044f18d1c0d4b3cb3be4090 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:53:43 2014 -0700 more linux fixes commit 1f8e011f306a47ed4134224e5e349929201f0539 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:49:28 2014 -0700 more linux fixes commit 3e2033100822ff6d532a1b4f012337491dc11920 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:47:43 2014 -0700 more linux fixes commit 2e708863c75fd032f1b2396dfdf1d31f7a62b713 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:46:00 2014 -0700 more linux fixes commit 861b5b92a6efd4de7b926c20d636ce9d749b293f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:43:15 2014 -0700 more linux fixes commit 2a43365a0c1755e9b9cada53301be1a20adb31cf Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:36:06 2014 -0700 more fixes for linux commit 7d332bf911892f87c7824d2a5da7bf73ce7ec411 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:35:29 2014 -0700 more fixes for linux commit f1becc17d3316dfe3678c23c9dcedb7a447d9235 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:34:44 2014 -0700 more fixes for linux commit d2e5959bb0dde921dd5e73be1d8acc3b3f50e51d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:33:45 2014 -0700 fixes for linux commit ad9b633c352107cf0e8b060a0e23d6e6a3f5e80f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:16:48 2014 -0700 compiles on Windows commit 4425ee8e5de8f42a2d6050e4470109600dce8b5d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:07:20 2014 -0700 fix builder
2014-05-01 10:09:13 +08:00
#include "2d/CCRenderTexture.h"
#include "2d/CCNodeGrid.h"
NS_CC_BEGIN
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const unsigned int kSceneFade = 0xFADEFADE;
TransitionScene::TransitionScene()
: _inScene(nullptr)
, _outScene(nullptr)
, _duration(0.0f)
, _isInSceneOnTop(false)
, _isSendCleanupToScene(false)
{
}
TransitionScene::~TransitionScene()
{
CC_SAFE_RELEASE(_inScene);
CC_SAFE_RELEASE(_outScene);
}
TransitionScene * TransitionScene::create(float t, Scene *scene)
{
TransitionScene * pScene = new TransitionScene();
if(pScene && pScene->initWithDuration(t,scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return nullptr;
}
bool TransitionScene::initWithDuration(float t, Scene *scene)
{
CCASSERT( scene != nullptr, "Argument scene must be non-nil");
if (Scene::init())
{
_duration = t;
// retain
_inScene = scene;
_inScene->retain();
_outScene = Director::getInstance()->getRunningScene();
if (_outScene == nullptr)
{
_outScene = Scene::create();
}
_outScene->retain();
CCASSERT( _inScene != _outScene, "Incoming scene must be different from the outgoing scene" );
sceneOrder();
return true;
}
else
{
return false;
}
}
void TransitionScene::sceneOrder()
{
_isInSceneOnTop = true;
}
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void TransitionScene::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
{
Scene::draw(renderer, transform, transformUpdated);
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if( _isInSceneOnTop ) {
_outScene->visit(renderer, transform, transformUpdated);
_inScene->visit(renderer, transform, transformUpdated);
} else {
_inScene->visit(renderer, transform, transformUpdated);
_outScene->visit(renderer, transform, transformUpdated);
}
}
void TransitionScene::finish()
{
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// clean up
_inScene->setVisible(true);
_inScene->setPosition(Vector2(0,0));
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_inScene->setScale(1.0f);
_inScene->setRotation(0.0f);
_inScene->setAdditionalTransform(nullptr);
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_outScene->setVisible(false);
_outScene->setPosition(Vector2(0,0));
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_outScene->setScale(1.0f);
_outScene->setRotation(0.0f);
_outScene->setAdditionalTransform(nullptr);
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//[self schedule:@selector(setNewScene:) interval:0];
this->schedule(schedule_selector(TransitionScene::setNewScene), 0);
}
void TransitionScene::setNewScene(float dt)
{
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CC_UNUSED_PARAM(dt);
this->unschedule(schedule_selector(TransitionScene::setNewScene));
// Before replacing, save the "send cleanup to scene"
Director *director = Director::getInstance();
_isSendCleanupToScene = director->isSendCleanupToScene();
director->replaceScene(_inScene);
// issue #267
_outScene->setVisible(true);
}
void TransitionScene::hideOutShowIn()
{
_inScene->setVisible(true);
_outScene->setVisible(false);
}
// custom onEnter
void TransitionScene::onEnter()
{
Scene::onEnter();
// disable events while transitions
_eventDispatcher->setEnabled(false);
// outScene should not receive the onEnter callback
// only the onExitTransitionDidStart
_outScene->onExitTransitionDidStart();
_inScene->onEnter();
}
// custom onExit
void TransitionScene::onExit()
{
Scene::onExit();
// enable events while transitions
_eventDispatcher->setEnabled(true);
_outScene->onExit();
// _inScene should not receive the onEnter callback
// only the onEnterTransitionDidFinish
_inScene->onEnterTransitionDidFinish();
}
// custom cleanup
void TransitionScene::cleanup()
{
Scene::cleanup();
if( _isSendCleanupToScene )
_outScene->cleanup();
}
//
// Oriented Transition
//
TransitionSceneOriented::TransitionSceneOriented()
{
}
TransitionSceneOriented::~TransitionSceneOriented()
{
}
TransitionSceneOriented * TransitionSceneOriented::create(float t, Scene *scene, Orientation orientation)
{
TransitionSceneOriented * newScene = new TransitionSceneOriented();
newScene->initWithDuration(t,scene,orientation);
newScene->autorelease();
return newScene;
}
bool TransitionSceneOriented::initWithDuration(float t, Scene *scene, Orientation orientation)
{
if ( TransitionScene::initWithDuration(t, scene) )
{
_orientation = orientation;
}
return true;
}
//
// RotoZoom
//
TransitionRotoZoom::TransitionRotoZoom()
{
}
TransitionRotoZoom* TransitionRotoZoom::create(float t, Scene* scene)
{
TransitionRotoZoom* newScene = new TransitionRotoZoom();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
TransitionRotoZoom::~TransitionRotoZoom()
{
}
void TransitionRotoZoom:: onEnter()
{
TransitionScene::onEnter();
_inScene->setScale(0.001f);
_outScene->setScale(1.0f);
_inScene->setAnchorPoint(Vector2(0.5f, 0.5f));
_outScene->setAnchorPoint(Vector2(0.5f, 0.5f));
ActionInterval *rotozoom = (ActionInterval*)(Sequence::create
(
Spawn::create
(
ScaleBy::create(_duration/2, 0.001f),
RotateBy::create(_duration/2, 360 * 2),
nullptr
),
DelayTime::create(_duration/2),
nullptr
));
_outScene->runAction(rotozoom);
_inScene->runAction
(
Sequence::create
(
rotozoom->reverse(),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
)
);
}
//
// JumpZoom
//
TransitionJumpZoom::TransitionJumpZoom()
{
}
TransitionJumpZoom::~TransitionJumpZoom()
{
}
TransitionJumpZoom* TransitionJumpZoom::create(float t, Scene* scene)
{
TransitionJumpZoom* newScene = new TransitionJumpZoom();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionJumpZoom::onEnter()
{
TransitionScene::onEnter();
Size s = Director::getInstance()->getWinSize();
_inScene->setScale(0.5f);
_inScene->setPosition(Vector2(s.width, 0));
_inScene->setAnchorPoint(Vector2(0.5f, 0.5f));
_outScene->setAnchorPoint(Vector2(0.5f, 0.5f));
ActionInterval *jump = JumpBy::create(_duration/4, Vector2(-s.width,0), s.width/4, 2);
ActionInterval *scaleIn = ScaleTo::create(_duration/4, 1.0f);
ActionInterval *scaleOut = ScaleTo::create(_duration/4, 0.5f);
ActionInterval *jumpZoomOut = (ActionInterval*)(Sequence::create(scaleOut, jump, nullptr));
ActionInterval *jumpZoomIn = (ActionInterval*)(Sequence::create(jump, scaleIn, nullptr));
ActionInterval *delay = DelayTime::create(_duration/2);
_outScene->runAction(jumpZoomOut);
_inScene->runAction
(
Sequence::create
(
delay,
jumpZoomIn,
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
)
);
}
//
// MoveInL
//
TransitionMoveInL::TransitionMoveInL()
{
}
TransitionMoveInL::~TransitionMoveInL()
{
}
TransitionMoveInL* TransitionMoveInL::create(float t, Scene* scene)
{
TransitionMoveInL* newScene = new TransitionMoveInL();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionMoveInL::onEnter()
{
TransitionScene::onEnter();
this->initScenes();
ActionInterval *a = this->action();
_inScene->runAction
(
Sequence::create
(
this->easeActionWithAction(a),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
)
);
}
ActionInterval* TransitionMoveInL::action()
{
return MoveTo::create(_duration, Vector2(0,0));
}
ActionInterval* TransitionMoveInL::easeActionWithAction(ActionInterval* action)
{
return EaseOut::create(action, 2.0f);
// return [EaseElasticOut actionWithAction:action period:0.4f];
}
void TransitionMoveInL::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition(Vector2(-s.width,0));
}
//
// MoveInR
//
TransitionMoveInR::TransitionMoveInR()
{
}
TransitionMoveInR::~TransitionMoveInR()
{
}
TransitionMoveInR* TransitionMoveInR::create(float t, Scene* scene)
{
TransitionMoveInR* newScene = new TransitionMoveInR();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionMoveInR::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(s.width,0) );
}
//
// MoveInT
//
TransitionMoveInT::TransitionMoveInT()
{
}
TransitionMoveInT::~TransitionMoveInT()
{
}
TransitionMoveInT* TransitionMoveInT::create(float t, Scene* scene)
{
TransitionMoveInT* newScene = new TransitionMoveInT();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionMoveInT::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(0,s.height) );
}
//
// MoveInB
//
TransitionMoveInB::TransitionMoveInB()
{
}
TransitionMoveInB::~TransitionMoveInB()
{
}
TransitionMoveInB* TransitionMoveInB::create(float t, Scene* scene)
{
TransitionMoveInB* newScene = new TransitionMoveInB();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionMoveInB::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(0,-s.height) );
}
//
// SlideInL
//
// The adjust factor is needed to prevent issue #442
// One solution is to use DONT_RENDER_IN_SUBPIXELS images, but NO
// The other issue is that in some transitions (and I don't know why)
// the order should be reversed (In in top of Out or vice-versa).
#define ADJUST_FACTOR 0.5f
TransitionSlideInL::TransitionSlideInL()
{
}
TransitionSlideInL::~TransitionSlideInL()
{
}
void TransitionSlideInL::onEnter()
{
TransitionScene::onEnter();
this->initScenes();
ActionInterval *in = this->action();
ActionInterval *out = this->action();
ActionInterval* inAction = easeActionWithAction(in);
ActionInterval* outAction = (ActionInterval*)Sequence::create
(
easeActionWithAction(out),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
_inScene->runAction(inAction);
_outScene->runAction(outAction);
}
void TransitionSlideInL::sceneOrder()
{
_isInSceneOnTop = false;
}
void TransitionSlideInL:: initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(-(s.width-ADJUST_FACTOR),0) );
}
ActionInterval* TransitionSlideInL::action()
{
Size s = Director::getInstance()->getWinSize();
return MoveBy::create(_duration, Vector2(s.width-ADJUST_FACTOR,0));
}
ActionInterval* TransitionSlideInL::easeActionWithAction(ActionInterval* action)
{
return EaseOut::create(action, 2.0f);
}
TransitionSlideInL* TransitionSlideInL::create(float t, Scene* scene)
{
TransitionSlideInL* newScene = new TransitionSlideInL();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
//
// SlideInR
//
TransitionSlideInR::TransitionSlideInR()
{
}
TransitionSlideInR::~TransitionSlideInR()
{
}
TransitionSlideInR* TransitionSlideInR::create(float t, Scene* scene)
{
TransitionSlideInR* newScene = new TransitionSlideInR();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionSlideInR::sceneOrder()
{
_isInSceneOnTop = true;
}
void TransitionSlideInR::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(s.width-ADJUST_FACTOR,0) );
}
ActionInterval* TransitionSlideInR:: action()
{
Size s = Director::getInstance()->getWinSize();
return MoveBy::create(_duration, Vector2(-(s.width-ADJUST_FACTOR),0));
}
//
// SlideInT
//
TransitionSlideInT::TransitionSlideInT()
{
}
TransitionSlideInT::~TransitionSlideInT()
{
}
TransitionSlideInT* TransitionSlideInT::create(float t, Scene* scene)
{
TransitionSlideInT* newScene = new TransitionSlideInT();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionSlideInT::sceneOrder()
{
_isInSceneOnTop = false;
}
void TransitionSlideInT::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(0,s.height-ADJUST_FACTOR) );
}
ActionInterval* TransitionSlideInT::action()
{
Size s = Director::getInstance()->getWinSize();
return MoveBy::create(_duration, Vector2(0,-(s.height-ADJUST_FACTOR)));
}
//
// SlideInB
//
TransitionSlideInB::TransitionSlideInB()
{
}
TransitionSlideInB::~TransitionSlideInB()
{
}
TransitionSlideInB* TransitionSlideInB::create(float t, Scene* scene)
{
TransitionSlideInB* newScene = new TransitionSlideInB();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionSlideInB::sceneOrder()
{
_isInSceneOnTop = true;
}
void TransitionSlideInB:: initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(0,-(s.height-ADJUST_FACTOR)) );
}
ActionInterval* TransitionSlideInB:: action()
{
Size s = Director::getInstance()->getWinSize();
return MoveBy::create(_duration, Vector2(0,s.height-ADJUST_FACTOR));
}
//
// ShrinkGrow Transition
//
TransitionShrinkGrow::TransitionShrinkGrow()
{
}
TransitionShrinkGrow::~TransitionShrinkGrow()
{
}
TransitionShrinkGrow* TransitionShrinkGrow::create(float t, Scene* scene)
{
TransitionShrinkGrow* newScene = new TransitionShrinkGrow();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionShrinkGrow::onEnter()
{
TransitionScene::onEnter();
_inScene->setScale(0.001f);
_outScene->setScale(1.0f);
_inScene->setAnchorPoint(Vector2(2/3.0f,0.5f));
_outScene->setAnchorPoint(Vector2(1/3.0f,0.5f));
ActionInterval* scaleOut = ScaleTo::create(_duration, 0.01f);
ActionInterval* scaleIn = ScaleTo::create(_duration, 1.0f);
_inScene->runAction(this->easeActionWithAction(scaleIn));
_outScene->runAction
(
Sequence::create
(
this->easeActionWithAction(scaleOut),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
)
);
}
ActionInterval* TransitionShrinkGrow:: easeActionWithAction(ActionInterval* action)
{
return EaseOut::create(action, 2.0f);
// return [EaseElasticOut actionWithAction:action period:0.3f];
}
//
// FlipX Transition
//
TransitionFlipX::TransitionFlipX()
{
}
TransitionFlipX::~TransitionFlipX()
{
}
void TransitionFlipX::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;
if( _orientation == TransitionScene::Orientation::RIGHT_OVER )
{
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
}
else
{
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}
inA = (ActionInterval*)Sequence::create
(
DelayTime::create(_duration/2),
Show::create(),
OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, 0, 0),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval *)Sequence::create
(
OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 0, 0),
Hide::create(),
DelayTime::create(_duration/2),
nullptr
);
_inScene->runAction(inA);
_outScene->runAction(outA);
}
TransitionFlipX* TransitionFlipX::create(float t, Scene* s, Orientation o)
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{
TransitionFlipX* newScene = new TransitionFlipX();
newScene->initWithDuration(t, s, o);
newScene->autorelease();
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return newScene;
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}
TransitionFlipX* TransitionFlipX::create(float t, Scene* s)
{
return TransitionFlipX::create(t, s, TransitionScene::Orientation::RIGHT_OVER);
}
//
// FlipY Transition
//
TransitionFlipY::TransitionFlipY()
{
}
TransitionFlipY::~TransitionFlipY()
{
}
void TransitionFlipY::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;
if( _orientation == TransitionScene::Orientation::UP_OVER )
{
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
}
else
{
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}
inA = (ActionInterval*)Sequence::create
(
DelayTime::create(_duration/2),
Show::create(),
OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, 90, 0),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval*)Sequence::create
(
OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 90, 0),
Hide::create(),
DelayTime::create(_duration/2),
nullptr
);
_inScene->runAction(inA);
_outScene->runAction(outA);
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}
TransitionFlipY* TransitionFlipY::create(float t, Scene* s, Orientation o)
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{
TransitionFlipY* newScene = new TransitionFlipY();
newScene->initWithDuration(t, s, o);
newScene->autorelease();
return newScene;
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}
TransitionFlipY* TransitionFlipY::create(float t, Scene* s)
{
return TransitionFlipY::create(t, s, TransitionScene::Orientation::UP_OVER);
}
//
// FlipAngular Transition
//
TransitionFlipAngular::TransitionFlipAngular()
{
}
TransitionFlipAngular::~TransitionFlipAngular()
{
}
void TransitionFlipAngular::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;
if( _orientation == TransitionScene::Orientation::RIGHT_OVER )
{
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
}
else
{
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}
inA = (ActionInterval *)Sequence::create
(
DelayTime::create(_duration/2),
Show::create(),
OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, -45, 0),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval *)Sequence::create
(
OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 45, 0),
Hide::create(),
DelayTime::create(_duration/2),
nullptr
);
_inScene->runAction(inA);
_outScene->runAction(outA);
}
TransitionFlipAngular* TransitionFlipAngular::create(float t, Scene* s, Orientation o)
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{
TransitionFlipAngular* newScene = new TransitionFlipAngular();
newScene->initWithDuration(t, s, o);
newScene->autorelease();
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return newScene;
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}
TransitionFlipAngular* TransitionFlipAngular::create(float t, Scene* s)
{
return TransitionFlipAngular::create(t, s, TransitionScene::Orientation::RIGHT_OVER);
}
//
// ZoomFlipX Transition
//
TransitionZoomFlipX::TransitionZoomFlipX()
{
}
TransitionZoomFlipX::~TransitionZoomFlipX()
{
}
void TransitionZoomFlipX::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;
if( _orientation == TransitionScene::Orientation::RIGHT_OVER ) {
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
}
else
{
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}
inA = (ActionInterval *)Sequence::create
(
DelayTime::create(_duration/2),
Spawn::create
(
OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, 0, 0),
ScaleTo::create(_duration/2, 1),
Show::create(),
nullptr
),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval *)Sequence::create
(
Spawn::create
(
OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 0, 0),
ScaleTo::create(_duration/2, 0.5f),
nullptr
),
Hide::create(),
DelayTime::create(_duration/2),
nullptr
);
_inScene->setScale(0.5f);
_inScene->runAction(inA);
_outScene->runAction(outA);
}
TransitionZoomFlipX* TransitionZoomFlipX::create(float t, Scene* s, Orientation o)
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{
TransitionZoomFlipX* newScene = new TransitionZoomFlipX();
newScene->initWithDuration(t, s, o);
newScene->autorelease();
return newScene;
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}
TransitionZoomFlipX* TransitionZoomFlipX::create(float t, Scene* s)
{
return TransitionZoomFlipX::create(t, s, TransitionScene::Orientation::RIGHT_OVER);
}
//
// ZoomFlipY Transition
//
TransitionZoomFlipY::TransitionZoomFlipY()
{
}
TransitionZoomFlipY::~TransitionZoomFlipY()
{
}
void TransitionZoomFlipY::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;
if( _orientation== TransitionScene::Orientation::UP_OVER ) {
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
} else {
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}
inA = (ActionInterval *)Sequence::create
(
DelayTime::create(_duration/2),
Spawn::create
(
OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, 90, 0),
ScaleTo::create(_duration/2, 1),
Show::create(),
nullptr
),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval *)Sequence::create
(
Spawn::create
(
OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 90, 0),
ScaleTo::create(_duration/2, 0.5f),
nullptr
),
Hide::create(),
DelayTime::create(_duration/2),
nullptr
);
_inScene->setScale(0.5f);
_inScene->runAction(inA);
_outScene->runAction(outA);
}
TransitionZoomFlipY* TransitionZoomFlipY::create(float t, Scene* s, Orientation o)
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{
TransitionZoomFlipY* newScene = new TransitionZoomFlipY();
newScene->initWithDuration(t, s, o);
newScene->autorelease();
return newScene;
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}
TransitionZoomFlipY* TransitionZoomFlipY::create(float t, Scene* s)
{
return TransitionZoomFlipY::create(t, s, TransitionScene::Orientation::UP_OVER);
}
//
// ZoomFlipAngular Transition
//
TransitionZoomFlipAngular::TransitionZoomFlipAngular()
{
}
TransitionZoomFlipAngular::~TransitionZoomFlipAngular()
{
}
void TransitionZoomFlipAngular::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;
if( _orientation == TransitionScene::Orientation::RIGHT_OVER ) {
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
}
else
{
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}
inA = (ActionInterval *)Sequence::create
(
DelayTime::create(_duration/2),
Spawn::create
(
OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, -45, 0),
ScaleTo::create(_duration/2, 1),
Show::create(),
nullptr
),
Show::create(),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval *)Sequence::create
(
Spawn::create
(
OrbitCamera::create(_duration/2, 1, 0 , outAngleZ, outDeltaZ, 45, 0),
ScaleTo::create(_duration/2, 0.5f),
nullptr
),
Hide::create(),
DelayTime::create(_duration/2),
nullptr
);
_inScene->setScale(0.5f);
_inScene->runAction(inA);
_outScene->runAction(outA);
}
TransitionZoomFlipAngular* TransitionZoomFlipAngular::create(float t, Scene* s, Orientation o)
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{
TransitionZoomFlipAngular* newScene = new TransitionZoomFlipAngular();
newScene->initWithDuration(t, s, o);
newScene->autorelease();
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return newScene;
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}
TransitionZoomFlipAngular* TransitionZoomFlipAngular::create(float t, Scene* s)
{
return TransitionZoomFlipAngular::create(t, s, TransitionScene::Orientation::RIGHT_OVER);
}
//
// Fade Transition
//
TransitionFade::TransitionFade()
{
}
TransitionFade::~TransitionFade()
{
}
TransitionFade * TransitionFade::create(float duration, Scene *scene, const Color3B& color)
{
TransitionFade * transition = new TransitionFade();
transition->initWithDuration(duration, scene, color);
transition->autorelease();
return transition;
}
TransitionFade* TransitionFade::create(float duration,Scene* scene)
{
return TransitionFade::create(duration, scene, Color3B::BLACK);
}
bool TransitionFade::initWithDuration(float duration, Scene *scene, const Color3B& color)
{
if (TransitionScene::initWithDuration(duration, scene))
{
_color.r = color.r;
_color.g = color.g;
_color.b = color.b;
_color.a = 0;
}
return true;
}
bool TransitionFade::initWithDuration(float t, Scene *scene)
{
this->initWithDuration(t, scene, Color3B::BLACK);
return true;
}
void TransitionFade :: onEnter()
{
TransitionScene::onEnter();
LayerColor* l = LayerColor::create(_color);
_inScene->setVisible(false);
addChild(l, 2, kSceneFade);
Node* f = getChildByTag(kSceneFade);
ActionInterval* a = (ActionInterval *)Sequence::create
(
FadeIn::create(_duration/2),
CallFunc::create(CC_CALLBACK_0(TransitionScene::hideOutShowIn,this)),
FadeOut::create(_duration/2),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
f->runAction(a);
}
void TransitionFade::onExit()
{
TransitionScene::onExit();
this->removeChildByTag(kSceneFade, false);
}
//
// Cross Fade Transition
//
TransitionCrossFade::TransitionCrossFade()
{
}
TransitionCrossFade::~TransitionCrossFade()
{
}
TransitionCrossFade* TransitionCrossFade::create(float t, Scene* scene)
{
TransitionCrossFade* newScene = new TransitionCrossFade();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
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void TransitionCrossFade::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
{
// override draw since both scenes (textures) are rendered in 1 scene
}
void TransitionCrossFade::onEnter()
{
TransitionScene::onEnter();
// create a transparent color layer
// in which we are going to add our rendertextures
Color4B color(0,0,0,0);
Size size = Director::getInstance()->getWinSize();
LayerColor* layer = LayerColor::create(color);
// create the first render texture for inScene
RenderTexture* inTexture = RenderTexture::create((int)size.width, (int)size.height);
if (nullptr == inTexture)
{
return;
}
inTexture->getSprite()->setAnchorPoint( Vector2(0.5f,0.5f) );
inTexture->setPosition( Vector2(size.width/2, size.height/2) );
inTexture->setAnchorPoint( Vector2(0.5f,0.5f) );
// render inScene to its texturebuffer
inTexture->begin();
_inScene->visit();
inTexture->end();
// create the second render texture for outScene
RenderTexture* outTexture = RenderTexture::create((int)size.width, (int)size.height);
outTexture->getSprite()->setAnchorPoint( Vector2(0.5f,0.5f) );
outTexture->setPosition( Vector2(size.width/2, size.height/2) );
outTexture->setAnchorPoint( Vector2(0.5f,0.5f) );
// render outScene to its texturebuffer
outTexture->begin();
_outScene->visit();
outTexture->end();
// create blend functions
BlendFunc blend1 = {GL_ONE, GL_ONE}; // inScene will lay on background and will not be used with alpha
BlendFunc blend2 = {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}; // we are going to blend outScene via alpha
// set blendfunctions
inTexture->getSprite()->setBlendFunc(blend1);
outTexture->getSprite()->setBlendFunc(blend2);
// add render textures to the layer
layer->addChild(inTexture);
layer->addChild(outTexture);
// initial opacity:
inTexture->getSprite()->setOpacity(255);
outTexture->getSprite()->setOpacity(255);
// create the blend action
Action* layerAction = Sequence::create
(
FadeTo::create(_duration, 0),
CallFunc::create(CC_CALLBACK_0(TransitionScene::hideOutShowIn,this)),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
// run the blend action
outTexture->getSprite()->runAction( layerAction );
// add the layer (which contains our two rendertextures) to the scene
addChild(layer, 2, kSceneFade);
}
// clean up on exit
void TransitionCrossFade::onExit()
{
// remove our layer and release all containing objects
this->removeChildByTag(kSceneFade, false);
TransitionScene::onExit();
}
//
// TurnOffTilesTransition
//
TransitionTurnOffTiles::TransitionTurnOffTiles()
{
_outSceneProxy = NodeGrid::create();
_outSceneProxy->retain();
}
TransitionTurnOffTiles::~TransitionTurnOffTiles()
{
CC_SAFE_RELEASE(_outSceneProxy);
}
TransitionTurnOffTiles* TransitionTurnOffTiles::create(float t, Scene* scene)
{
TransitionTurnOffTiles* newScene = new TransitionTurnOffTiles();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
// override addScenes, and change the order
void TransitionTurnOffTiles::sceneOrder()
{
_isInSceneOnTop = false;
}
void TransitionTurnOffTiles::onEnter()
{
TransitionScene::onEnter();
_outSceneProxy->setTarget(_outScene);
_outSceneProxy->onEnter();
Size s = Director::getInstance()->getWinSize();
float aspect = s.width / s.height;
int x = (int)(12 * aspect);
int y = 12;
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TurnOffTiles* toff = TurnOffTiles::create(_duration, Size(x,y));
ActionInterval* action = easeActionWithAction(toff);
_outSceneProxy->runAction
(
Sequence::create
(
action,
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
StopGrid::create(),
nullptr
)
);
}
void TransitionTurnOffTiles::onExit()
{
_outSceneProxy->setTarget(nullptr);
_outSceneProxy->onExit();
TransitionScene::onExit();
}
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void TransitionTurnOffTiles::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
{
Scene::draw(renderer, transform, transformUpdated);
if( _isInSceneOnTop )
{
_outSceneProxy->visit(renderer, transform, transformUpdated);
_inScene->visit(renderer, transform, transformUpdated);
}
else
{
_inScene->visit(renderer, transform, transformUpdated);
_outSceneProxy->visit(renderer, transform, transformUpdated);
}
}
ActionInterval* TransitionTurnOffTiles:: easeActionWithAction(ActionInterval* action)
{
return action;
}
//
// SplitCols Transition
//
TransitionSplitCols::TransitionSplitCols()
{
_gridProxy = NodeGrid::create();
_gridProxy->retain();
}
TransitionSplitCols::~TransitionSplitCols()
{
CC_SAFE_RELEASE(_gridProxy);
}
TransitionSplitCols* TransitionSplitCols::create(float t, Scene* scene)
{
TransitionSplitCols* newScene = new TransitionSplitCols();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionSplitCols::onEnter()
{
TransitionScene::onEnter();
_gridProxy->setTarget(_outScene);
_gridProxy->onEnter();
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ActionInterval* split = action();
ActionInterval* seq = (ActionInterval*)Sequence::create
(
split,
CallFunc::create(CC_CALLBACK_0(TransitionSplitCols::switchTargetToInscene,this)),
split->reverse(),
nullptr
);
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_gridProxy->runAction
(
Sequence::create
(
easeActionWithAction(seq),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
StopGrid::create(),
nullptr
)
);
}
void TransitionSplitCols::switchTargetToInscene()
{
_gridProxy->setTarget(_inScene);
}
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void TransitionSplitCols::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
{
Scene::draw(renderer, transform, transformUpdated);
_gridProxy->visit(renderer, transform, transformUpdated);
}
void TransitionSplitCols::onExit()
{
_gridProxy->setTarget(nullptr);
_gridProxy->onExit();
TransitionScene::onExit();
}
ActionInterval* TransitionSplitCols:: action()
{
return SplitCols::create(_duration/2.0f, 3);
}
ActionInterval* TransitionSplitCols::easeActionWithAction(ActionInterval * action)
{
return EaseInOut::create(action, 3.0f);
}
//
// SplitRows Transition
//
TransitionSplitRows::TransitionSplitRows()
{
}
TransitionSplitRows::~TransitionSplitRows()
{
}
ActionInterval* TransitionSplitRows::action()
{
return SplitRows::create(_duration/2.0f, 3);
}
TransitionSplitRows* TransitionSplitRows::create(float t, Scene* scene)
{
TransitionSplitRows* newScene = new TransitionSplitRows();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
//
// FadeTR Transition
//
TransitionFadeTR::TransitionFadeTR()
{
_outSceneProxy = NodeGrid::create();
_outSceneProxy->retain();
}
TransitionFadeTR::~TransitionFadeTR()
{
CC_SAFE_RELEASE(_outSceneProxy);
}
TransitionFadeTR* TransitionFadeTR::create(float t, Scene* scene)
{
TransitionFadeTR* newScene = new TransitionFadeTR();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
void TransitionFadeTR::sceneOrder()
{
_isInSceneOnTop = false;
}
void TransitionFadeTR::onEnter()
{
TransitionScene::onEnter();
_outSceneProxy->setTarget(_outScene);
_outSceneProxy->onEnter();
Size s = Director::getInstance()->getWinSize();
float aspect = s.width / s.height;
int x = (int)(12 * aspect);
int y = 12;
ActionInterval* action = actionWithSize(Size(x,y));
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_outSceneProxy->runAction
(
Sequence::create
(
easeActionWithAction(action),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
StopGrid::create(),
nullptr
)
);
}
void TransitionFadeTR::onExit()
{
_outSceneProxy->setTarget(nullptr);
_outSceneProxy->onExit();
TransitionScene::onExit();
}
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void TransitionFadeTR::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
{
Scene::draw(renderer, transform, transformUpdated);
if( _isInSceneOnTop )
{
_outSceneProxy->visit(renderer, transform, transformUpdated);
_inScene->visit(renderer, transform, transformUpdated);
}
else
{
_inScene->visit(renderer, transform, transformUpdated);
_outSceneProxy->visit(renderer, transform, transformUpdated);
}
}
ActionInterval* TransitionFadeTR::actionWithSize(const Size& size)
{
return FadeOutTRTiles::create(_duration, size);
}
ActionInterval* TransitionFadeTR:: easeActionWithAction(ActionInterval* action)
{
return action;
}
//
// FadeBL Transition
//
TransitionFadeBL::TransitionFadeBL()
{
}
TransitionFadeBL::~TransitionFadeBL()
{
}
TransitionFadeBL* TransitionFadeBL::create(float t, Scene* scene)
{
TransitionFadeBL* newScene = new TransitionFadeBL();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
ActionInterval* TransitionFadeBL::actionWithSize(const Size& size)
{
return FadeOutBLTiles::create(_duration, size);
}
//
// FadeUp Transition
//
TransitionFadeUp::TransitionFadeUp()
{
}
TransitionFadeUp::~TransitionFadeUp()
{
}
TransitionFadeUp* TransitionFadeUp::create(float t, Scene* scene)
{
TransitionFadeUp* newScene = new TransitionFadeUp();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
ActionInterval* TransitionFadeUp::actionWithSize(const Size& size)
{
return FadeOutUpTiles::create(_duration, size);
}
//
// FadeDown Transition
//
TransitionFadeDown::TransitionFadeDown()
{
}
TransitionFadeDown::~TransitionFadeDown()
{
}
TransitionFadeDown* TransitionFadeDown::create(float t, Scene* scene)
{
TransitionFadeDown* newScene = new TransitionFadeDown();
if(newScene && newScene->initWithDuration(t, scene))
{
newScene->autorelease();
return newScene;
}
CC_SAFE_DELETE(newScene);
return nullptr;
}
ActionInterval* TransitionFadeDown::actionWithSize(const Size& size)
{
return FadeOutDownTiles::create(_duration, size);
}
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NS_CC_END