typedef enum { /// An horizontal orientation where the Left is nearer kOrientationLeftOver = 0, /// An horizontal orientation where the Right is nearer kOrientationRightOver = 1, /// A vertical orientation where the Up is nearer kOrientationUpOver = 0, /// A vertical orientation where the Bottom is nearer kOrientationDownOver = 1, } tOrientation; class CCTransitionScene : public CCScene { static CCTransitionScene* create(float t, CCScene* scene); }; class CCTransitionSceneOriented : public CCScene { static CCTransitionSceneOriented* create(float t, CCScene* scene, tOrientation o); }; class CCTransitionRotoZoom : public CCScene { static CCTransitionRotoZoom* create(float t, CCScene* scene); }; class CCTransitionJumpZoom : public CCScene { static CCTransitionJumpZoom* create(float t, CCScene* scene); }; class CCTransitionMoveInL : public CCScene { static CCTransitionMoveInL* create(float t, CCScene* scene); }; class CCTransitionMoveInR : public CCScene { static CCTransitionMoveInR* create(float t, CCScene* scene); }; class CCTransitionMoveInT : public CCScene { static CCTransitionMoveInT* create(float t, CCScene* scene); }; class CCTransitionMoveInB : public CCScene { static CCTransitionMoveInB* create(float t, CCScene* scene); }; class CCTransitionSlideInL : public CCScene { static CCTransitionSlideInL* create(float t, CCScene* scene); }; class CCTransitionSlideInR : public CCScene { static CCTransitionSlideInR* create(float t, CCScene* scene); }; class CCTransitionSlideInB : public CCScene { static CCTransitionSlideInB* create(float t, CCScene* scene); }; class CCTransitionSlideInT : public CCScene { static CCTransitionSlideInT* create(float t, CCScene* scene); }; class CCTransitionShrinkGrow : public CCScene { static CCTransitionShrinkGrow* create(float t, CCScene* scene); }; class CCTransitionFlipX : public CCScene { static CCTransitionFlipX* create(float t, CCScene* s, tOrientation o = kOrientationRightOver); }; class CCTransitionFlipY : public CCScene { static CCTransitionFlipY* create(float t, CCScene* s, tOrientation o = kOrientationUpOver); }; class CCTransitionFlipAngular : public CCScene { static CCTransitionFlipAngular* create(float t, CCScene* s, tOrientation o = kOrientationRightOver); }; class CCTransitionZoomFlipX : public CCScene { static CCTransitionZoomFlipX* create(float t, CCScene* s, tOrientation o = kOrientationRightOver); }; class CCTransitionZoomFlipY : public CCScene { static CCTransitionZoomFlipY* create(float t, CCScene* s, tOrientation o = kOrientationUpOver); }; class CCTransitionZoomFlipAngular : public CCScene { static CCTransitionZoomFlipAngular* create(float t, CCScene* s, tOrientation o = kOrientationRightOver); }; class CCTransitionFade : public CCScene { static CCTransitionFade* create(float duration,CCScene* scene, ccColor3B color = ccBLACK); }; class CCTransitionCrossFade : public CCScene { static CCTransitionCrossFade* create(float t, CCScene* scene); }; class CCTransitionTurnOffTiles : public CCScene { static CCTransitionTurnOffTiles* create(float t, CCScene* scene); }; class CCTransitionSplitCols : public CCScene { static CCTransitionSplitCols* create(float t, CCScene* scene); }; class CCTransitionSplitRows : public CCScene { static CCTransitionSplitRows* create(float t, CCScene* scene); }; class CCTransitionFadeTR : public CCScene { static CCTransitionFadeTR* create(float t, CCScene* scene); }; class CCTransitionFadeBL : public CCScene { static CCTransitionFadeBL* create(float t, CCScene* scene); }; class CCTransitionFadeUp : public CCScene { static CCTransitionFadeUp* create(float t, CCScene* scene); }; class CCTransitionFadeDown : public CCScene { static CCTransitionFadeDown* create(float t, CCScene* scene); }; /* class CCTransitionRadialCCW : public CCScene { static CCTransitionRadialCCW* create(float t, CCScene* scene); }; class CCTransitionRadialCW : public CCScene { static CCTransitionRadialCW* create(float t, CCScene* scene); }; */ class CCTransitionPageTurn : public CCScene { CCActionInterval* actionWithSize(ccGridSize vector); static CCTransitionPageTurn* create(float t,CCScene* scene,bool backwards); };