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/****************************************************************************
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Copyright (c) 2009 Sindesso Pty Ltd http://www.sindesso.com/
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "2d/CCTransitionPageTurn.h"
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#include "base/CCDirector.h"
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#include "2d/CCActionPageTurn3D.h"
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#include "2d/CCNodeGrid.h"
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#include "renderer/CCRenderer.h"
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NS_CC_BEGIN
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TransitionPageTurn::TransitionPageTurn()
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{
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_inSceneProxy = NodeGrid::create();
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_outSceneProxy = NodeGrid::create();
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_inSceneProxy->retain();
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_outSceneProxy->retain();
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}
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TransitionPageTurn::~TransitionPageTurn()
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{
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CC_SAFE_RELEASE(_inSceneProxy);
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CC_SAFE_RELEASE(_outSceneProxy);
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}
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/** creates a base transition with duration and incoming scene */
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TransitionPageTurn* TransitionPageTurn::create(float t, Scene* scene, bool backwards)
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{
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TransitionPageTurn* transition = new TransitionPageTurn();
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transition->initWithDuration(t, scene, backwards);
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transition->autorelease();
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return transition;
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}
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/** initializes a transition with duration and incoming scene */
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bool TransitionPageTurn::initWithDuration(float t, Scene* scene, bool backwards)
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{
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// FIXME:: needed before [super init]
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_back = backwards;
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if (TransitionScene::initWithDuration(t, scene))
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{
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// do something
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}
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return true;
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}
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void TransitionPageTurn::sceneOrder()
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{
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_isInSceneOnTop = _back;
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}
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void TransitionPageTurn::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
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Scene::draw(renderer, transform, flags);
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if (_isInSceneOnTop)
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{
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_outSceneProxy->visit(renderer, transform, flags);
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_inSceneProxy->visit(renderer, transform, flags);
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}
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else
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{
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_inSceneProxy->visit(renderer, transform, flags);
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_outSceneProxy->visit(renderer, transform, flags);
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}
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}
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void TransitionPageTurn::onEnter()
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{
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TransitionScene::onEnter();
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_inSceneProxy->setTarget(_inScene);
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_outSceneProxy->setTarget(_outScene);
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_inSceneProxy->onEnter();
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_outSceneProxy->onEnter();
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Vec2 s = _director->getWinSize();
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int x, y;
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if (s.width > s.height)
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{
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x = 16;
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y = 12;
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}
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else
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{
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x = 12;
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y = 16;
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}
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ActionInterval* action = this->actionWithSize(Vec2(x, y));
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if (!_back)
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{
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_outSceneProxy->runAction(Sequence::create(
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action, CallFunc::create(CC_CALLBACK_0(TransitionScene::finish, this)), StopGrid::create(), nullptr));
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}
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else
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{
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// to prevent initial flicker
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_inSceneProxy->setVisible(false);
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_inSceneProxy->runAction(Sequence::create(Show::create(), action,
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CallFunc::create(CC_CALLBACK_0(TransitionScene::finish, this)),
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StopGrid::create(), nullptr));
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}
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}
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void TransitionPageTurn::onExit()
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{
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_outSceneProxy->setTarget(nullptr);
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_outSceneProxy->setTarget(nullptr);
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_outSceneProxy->onExit();
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_inSceneProxy->onExit();
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TransitionScene::onExit();
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}
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ActionInterval* TransitionPageTurn::actionWithSize(const Vec2& vector)
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{
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if (_back)
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{
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// Get hold of the PageTurn3DAction
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return ReverseTime::create(PageTurn3D::create(_duration, vector));
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}
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else
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{
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// Get hold of the PageTurn3DAction
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return PageTurn3D::create(_duration, vector);
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}
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}
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NS_CC_END
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