/**************************************************************************** Copyright (c) 2010 cocos2d-x.org 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. ****************************************************************************/ #include "CCRadialTransition.h" #include "CCDirector.h" #include "CCRenderTexture.h" #include "CCInstantAction.h" #include "CCProgressTimerActions.h" #include "CGPointExtension.h" namespace cocos2d { //#import "CCDirector.h" //#import "CCRadialTransition.h" //#import "CCRenderTexture.h" //#import "CCLayer.h" //#import "CCInstantAction.h" //#import "Support/CGPointExtension.h" enum { kSceneRadial = 0xc001, }; void CCRadialCCWTransition::sceneOrder() { m_bIsInSceneOnTop = false; } CCProgressTimerType CCRadialCCWTransition::radialType() { return kCCProgressTimerTypeRadialCCW; } void CCRadialCCWTransition::onEnter() { CCTransitionScene::onEnter(); // create a transparent color layer // in which we are going to add our rendertextures CGSize size = CCDirector::getSharedDirector()->getWinSize(); // create the second render texture for outScene CCRenderTexture *outTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height); outTexture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f)); outTexture->setPosition(ccp(size.width/2, size.height/2)); outTexture->setAnchorPoint(ccp(0.5f,0.5f)); // render outScene to its texturebuffer outTexture->clear(0,0,0,1); outTexture->begin(); m_pOutScene->visit(); outTexture->end(); // Since we've passed the outScene to the texture we don't need it. this->hideOutShowIn(); // We need the texture in RenderTexture. CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(outTexture->getSprite()->getTexture()); // but it's flipped upside down so we flip the sprite outNode->getSprite()->setFlipY(true); // Return the radial type that we want to use outNode->setType(radialType()); outNode->setPercentage(100.f); outNode->setPosition(ccp(size.width/2, size.height/2)); outNode->setAnchorPoint(ccp(0.5f,0.5f)); // create the blend action CCAction * layerAction = CCSequence::actions ( CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); // run the blend action outNode->runAction(layerAction); // add the layer (which contains our two rendertextures) to the scene this->addChild(outNode, 2, kSceneRadial); } // clean up on exit void CCRadialCCWTransition::onExit() { // remove our layer and release all containing objects this->removeChildByTag(kSceneRadial, false); CCTransitionScene::onExit(); } CCRadialCCWTransition* CCRadialCCWTransition::transitionWithDuration(ccTime t, CCScene* scene) { CCRadialCCWTransition* pScene = new CCRadialCCWTransition(); pScene->initWithDuration(t, scene); pScene->autorelease(); return pScene; } CCProgressTimerType CCRadialCWTransition::radialType() { return kCCProgressTimerTypeRadialCW; } CCRadialCWTransition* CCRadialCWTransition::transitionWithDuration(ccTime t, CCScene* scene) { CCRadialCWTransition* pScene = new CCRadialCWTransition(); pScene->initWithDuration(t, scene); pScene->autorelease(); return pScene; } }//namespace cocos2d