/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2009 Lam Pham Copyright (c) 2012 Ricardo Quesada 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 "CCTransitionProgress.h" #include "CCDirector.h" #include "misc_nodes/CCRenderTexture.h" #include "misc_nodes/CCProgressTimer.h" #include "CCLayer.h" #include "actions/CCActionInstant.h" #include "actions/CCActionProgressTimer.h" NS_CC_BEGIN enum { kSceneRadial = 0xc001, }; TransitionProgress::TransitionProgress() : _to(0.0f) , _from(0.0f) , _sceneToBeModified(NULL) { } TransitionProgress* TransitionProgress::create(float t, Scene* scene) { TransitionProgress* pScene = new TransitionProgress(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } // TransitionProgress void TransitionProgress::onEnter() { TransitionScene::onEnter(); setupTransition(); // create a transparent color layer // in which we are going to add our rendertextures Size size = Director::getInstance()->getWinSize(); // create the second render texture for outScene RenderTexture *texture = RenderTexture::create((int)size.width, (int)size.height); texture->getSprite()->setAnchorPoint(Point(0.5f,0.5f)); texture->setPosition(Point(size.width/2, size.height/2)); texture->setAnchorPoint(Point(0.5f,0.5f)); // render outScene to its texturebuffer texture->clear(0, 0, 0, 1); texture->begin(); _sceneToBeModified->visit(); texture->end(); // Since we've passed the outScene to the texture we don't need it. if (_sceneToBeModified == _outScene) { hideOutShowIn(); } // We need the texture in RenderTexture. ProgressTimer *pNode = progressTimerNodeWithRenderTexture(texture); // create the blend action ActionInterval* layerAction = (ActionInterval*)Sequence::create( ProgressFromTo::create(_duration, _from, _to), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL); // run the blend action pNode->runAction(layerAction); // add the layer (which contains our two rendertextures) to the scene addChild(pNode, 2, kSceneRadial); } // clean up on exit void TransitionProgress::onExit() { // remove our layer and release all containing objects removeChildByTag(kSceneRadial, true); TransitionScene::onExit(); } void TransitionProgress::sceneOrder() { _isInSceneOnTop = false; } void TransitionProgress::setupTransition() { _sceneToBeModified = _outScene; _from = 100; _to = 0; } ProgressTimer* TransitionProgress::progressTimerNodeWithRenderTexture(RenderTexture* texture) { CCAssert(false, "override me - abstract class"); return NULL; } // TransitionProgressRadialCCW ProgressTimer* TransitionProgressRadialCCW::progressTimerNodeWithRenderTexture(RenderTexture* texture) { Size size = Director::getInstance()->getWinSize(); ProgressTimer* pNode = ProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType(kProgressTimerTypeRadial); // Return the radial type that we want to use pNode->setReverseDirection(false); pNode->setPercentage(100); pNode->setPosition(Point(size.width/2, size.height/2)); pNode->setAnchorPoint(Point(0.5f,0.5f)); return pNode; } TransitionProgressRadialCCW* TransitionProgressRadialCCW::create(float t, Scene* scene) { TransitionProgressRadialCCW* pScene = new TransitionProgressRadialCCW(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } // TransitionProgressRadialCW TransitionProgressRadialCW* TransitionProgressRadialCW::create(float t, Scene* scene) { TransitionProgressRadialCW* pScene = new TransitionProgressRadialCW(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } ProgressTimer* TransitionProgressRadialCW::progressTimerNodeWithRenderTexture(RenderTexture* texture) { Size size = Director::getInstance()->getWinSize(); ProgressTimer* pNode = ProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType( kProgressTimerTypeRadial ); // Return the radial type that we want to use pNode->setReverseDirection(true); pNode->setPercentage(100); pNode->setPosition(Point(size.width/2, size.height/2)); pNode->setAnchorPoint(Point(0.5f,0.5f)); return pNode; } // TransitionProgressHorizontal TransitionProgressHorizontal* TransitionProgressHorizontal::create(float t, Scene* scene) { TransitionProgressHorizontal* pScene = new TransitionProgressHorizontal(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } ProgressTimer* TransitionProgressHorizontal::progressTimerNodeWithRenderTexture(RenderTexture* texture) { Size size = Director::getInstance()->getWinSize(); ProgressTimer* pNode = ProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType( kProgressTimerTypeBar); pNode->setMidpoint(Point(1, 0)); pNode->setBarChangeRate(Point(1,0)); pNode->setPercentage(100); pNode->setPosition(Point(size.width/2, size.height/2)); pNode->setAnchorPoint(Point(0.5f,0.5f)); return pNode; } // TransitionProgressVertical TransitionProgressVertical* TransitionProgressVertical::create(float t, Scene* scene) { TransitionProgressVertical* pScene = new TransitionProgressVertical(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } ProgressTimer* TransitionProgressVertical::progressTimerNodeWithRenderTexture(RenderTexture* texture) { Size size = Director::getInstance()->getWinSize(); ProgressTimer* pNode = ProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType(kProgressTimerTypeBar); pNode->setMidpoint(Point(0, 0)); pNode->setBarChangeRate(Point(0,1)); pNode->setPercentage(100); pNode->setPosition(Point(size.width/2, size.height/2)); pNode->setAnchorPoint(Point(0.5f,0.5f)); return pNode; } // TransitionProgressInOut TransitionProgressInOut* TransitionProgressInOut::create(float t, Scene* scene) { TransitionProgressInOut* pScene = new TransitionProgressInOut(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionProgressInOut::sceneOrder() { _isInSceneOnTop = false; } void TransitionProgressInOut::setupTransition() { _sceneToBeModified = _inScene; _from = 0; _to = 100; } ProgressTimer* TransitionProgressInOut::progressTimerNodeWithRenderTexture(RenderTexture* texture) { Size size = Director::getInstance()->getWinSize(); ProgressTimer* pNode = ProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType( kProgressTimerTypeBar); pNode->setMidpoint(Point(0.5f, 0.5f)); pNode->setBarChangeRate(Point(1, 1)); pNode->setPercentage(0); pNode->setPosition(Point(size.width/2, size.height/2)); pNode->setAnchorPoint(Point(0.5f,0.5f)); return pNode; } // TransitionProgressOutIn TransitionProgressOutIn* TransitionProgressOutIn::create(float t, Scene* scene) { TransitionProgressOutIn* pScene = new TransitionProgressOutIn(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } ProgressTimer* TransitionProgressOutIn::progressTimerNodeWithRenderTexture(RenderTexture* texture) { Size size = Director::getInstance()->getWinSize(); ProgressTimer* pNode = ProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType( kProgressTimerTypeBar ); pNode->setMidpoint(Point(0.5f, 0.5f)); pNode->setBarChangeRate(Point(1, 1)); pNode->setPercentage(100); pNode->setPosition(Point(size.width/2, size.height/2)); pNode->setAnchorPoint(Point(0.5f,0.5f)); return pNode; } NS_CC_END