/**************************************************************************** Copyright (c) 2010-2011 cocos2d-x.org Copyright (c) 2008-2010 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 "CCTransition.h" #include "CCCamera.h" #include "CCPointExtension.h" #include "CCDirector.h" #include "CCTouchDispatcher.h" #include "CCActionInterval.h" #include "CCActionInstant.h" #include "CCActionEase.h" #include "CCActionCamera.h" #include "CCLayer.h" #include "CCActionGrid.h" #include "CCRenderTexture.h" #include "CCActionTiledGrid.h" namespace cocos2d { enum { kSceneFade = 0xFADEFADE, }; #define IMPLEMENT_TRANSITIONWITHDURATION(_Type)\ _Type* _Type::transitionWithDuration(ccTime t, CCScene* scene)\ {\ _Type* pScene = new _Type();\ if(pScene && pScene->initWithDuration(t, scene)){\ pScene->autorelease();\ return pScene;}\ CC_SAFE_DELETE(pScene);\ return NULL;\ } CCTransitionScene::CCTransitionScene() { } CCTransitionScene::~CCTransitionScene() { m_pInScene->release(); m_pOutScene->release(); } CCTransitionScene * CCTransitionScene::transitionWithDuration(ccTime t, CCScene *scene) { CCTransitionScene * pScene = new CCTransitionScene(); if(pScene && pScene->initWithDuration(t,scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } bool CCTransitionScene::initWithDuration(ccTime t, CCScene *scene) { CCAssert( scene != NULL, "Argument scene must be non-nil"); if (CCScene::init()) { m_fDuration = t; // retain m_pInScene = scene; m_pInScene->retain(); m_pOutScene = CCDirector::sharedDirector()->getRunningScene(); m_pOutScene->retain(); m_eSceneType = ccTransitionScene; CCAssert( m_pInScene != m_pOutScene, "Incoming scene must be different from the outgoing scene" ); // disable events while transitions CCTouchDispatcher::sharedDispatcher()->setDispatchEvents(false); this->sceneOrder(); return true; } else { return false; } } void CCTransitionScene::sceneOrder() { m_bIsInSceneOnTop = true; } void CCTransitionScene::draw() { if( m_bIsInSceneOnTop ) { m_pOutScene->visit(); m_pInScene->visit(); } else { m_pInScene->visit(); m_pOutScene->visit(); } } void CCTransitionScene::finish() { // clean up m_pInScene->setIsVisible(true); m_pInScene->setPosition(ccp(0,0)); m_pInScene->setScale(1.0f); m_pInScene->setRotation(0.0f); m_pInScene->getCamera()->restore(); m_pOutScene->setIsVisible(false); m_pOutScene->setPosition(ccp(0,0)); m_pOutScene->setScale(1.0f); m_pOutScene->setRotation(0.0f); m_pOutScene->getCamera()->restore(); //[self schedule:@selector(setNewScene:) interval:0]; this->schedule(schedule_selector(CCTransitionScene::setNewScene), 0); } void CCTransitionScene::setNewScene(ccTime dt) { CC_UNUSED_PARAM(dt); // [self unschedule:_cmd]; // "_cmd" is a local variable automatically defined in a method // that contains the selector for the method this->unschedule(schedule_selector(CCTransitionScene::setNewScene)); CCDirector *director = CCDirector::sharedDirector(); // Before replacing, save the "send cleanup to scene" m_bIsSendCleanupToScene = director->isSendCleanupToScene(); director->replaceScene(m_pInScene); // enable events while transitions CCTouchDispatcher::sharedDispatcher()->setDispatchEvents(true); // issue #267 m_pOutScene->setIsVisible(true); } void CCTransitionScene::hideOutShowIn() { m_pInScene->setIsVisible(true); m_pOutScene->setIsVisible(false); } // custom onEnter void CCTransitionScene::onEnter() { CCScene::onEnter(); m_pInScene->onEnter(); // outScene should not receive the onEnter callback } // custom onExit void CCTransitionScene::onExit() { CCScene::onExit(); m_pOutScene->onExit(); // inScene should not receive the onExit callback // only the onEnterTransitionDidFinish m_pInScene->onEnterTransitionDidFinish(); } // custom cleanup void CCTransitionScene::cleanup() { CCScene::cleanup(); if( m_bIsSendCleanupToScene ) m_pOutScene->cleanup(); } // // Oriented Transition // CCTransitionSceneOriented::CCTransitionSceneOriented() { } CCTransitionSceneOriented::~CCTransitionSceneOriented() { } CCTransitionSceneOriented * CCTransitionSceneOriented::transitionWithDuration(ccTime t, CCScene *scene, tOrientation orientation) { CCTransitionSceneOriented * pScene = new CCTransitionSceneOriented(); pScene->initWithDuration(t,scene,orientation); pScene->autorelease(); return pScene; } bool CCTransitionSceneOriented::initWithDuration(ccTime t, CCScene *scene, tOrientation orientation) { if ( CCTransitionScene::initWithDuration(t, scene) ) { m_eOrientation = orientation; } return true; } // // RotoZoom // CCTransitionRotoZoom::CCTransitionRotoZoom() { } CCTransitionRotoZoom::~CCTransitionRotoZoom() { } void CCTransitionRotoZoom:: onEnter() { CCTransitionScene::onEnter(); m_pInScene->setScale(0.001f); m_pOutScene->setScale(1.0f); m_pInScene->setAnchorPoint(ccp(0.5f, 0.5f)); m_pOutScene->setAnchorPoint(ccp(0.5f, 0.5f)); CCActionInterval *rotozoom = (CCActionInterval*)(CCSequence::actions ( CCSpawn::actions ( CCScaleBy::actionWithDuration(m_fDuration/2, 0.001f), CCRotateBy::actionWithDuration(m_fDuration/2, 360 * 2), NULL ), CCDelayTime::actionWithDuration(m_fDuration/2), NULL )); m_pOutScene->runAction(rotozoom); m_pInScene->runAction ( CCSequence::actions ( rotozoom->reverse(), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ) ); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionRotoZoom) // // JumpZoom // CCTransitionJumpZoom::CCTransitionJumpZoom() { } CCTransitionJumpZoom::~CCTransitionJumpZoom() { } void CCTransitionJumpZoom::onEnter() { CCTransitionScene::onEnter(); CCSize s = CCDirector::sharedDirector()->getWinSize(); m_pInScene->setScale(0.5f); m_pInScene->setPosition(ccp(s.width, 0)); m_pInScene->setAnchorPoint(ccp(0.5f, 0.5f)); m_pOutScene->setAnchorPoint(ccp(0.5f, 0.5f)); CCActionInterval *jump = CCJumpBy::actionWithDuration(m_fDuration/4, ccp(-s.width,0), s.width/4, 2); CCActionInterval *scaleIn = CCScaleTo::actionWithDuration(m_fDuration/4, 1.0f); CCActionInterval *scaleOut = CCScaleTo::actionWithDuration(m_fDuration/4, 0.5f); CCActionInterval *jumpZoomOut = (CCActionInterval*)(CCSequence::actions(scaleOut, jump, NULL)); CCActionInterval *jumpZoomIn = (CCActionInterval*)(CCSequence::actions(jump, scaleIn, NULL)); CCActionInterval *delay = CCDelayTime::actionWithDuration(m_fDuration/2); m_pOutScene->runAction(jumpZoomOut); m_pInScene->runAction ( CCSequence::actions ( delay, jumpZoomIn, CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ) ); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionJumpZoom) // // MoveInL // CCTransitionMoveInL::CCTransitionMoveInL() { } CCTransitionMoveInL::~CCTransitionMoveInL() { } void CCTransitionMoveInL::onEnter() { CCTransitionScene::onEnter(); this->initScenes(); CCActionInterval *a = this->action(); m_pInScene->runAction ( CCSequence::actions ( this->easeActionWithAction(a), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ) ); } CCActionInterval* CCTransitionMoveInL::action() { return CCMoveTo::actionWithDuration(m_fDuration, ccp(0,0)); } CCActionInterval* CCTransitionMoveInL::easeActionWithAction(CCActionInterval* action) { return CCEaseOut::actionWithAction(action, 2.0f); // return [EaseElasticOut actionWithAction:action period:0.4f]; } void CCTransitionMoveInL::initScenes() { CCSize s = CCDirector::sharedDirector()->getWinSize(); m_pInScene->setPosition( ccp(-s.width,0) ); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionMoveInL) // // MoveInR // CCTransitionMoveInR::CCTransitionMoveInR() { } CCTransitionMoveInR::~CCTransitionMoveInR() { } void CCTransitionMoveInR::initScenes() { CCSize s = CCDirector::sharedDirector()->getWinSize(); m_pInScene->setPosition( ccp(s.width,0) ); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionMoveInR) // // MoveInT // CCTransitionMoveInT::CCTransitionMoveInT() { } CCTransitionMoveInT::~CCTransitionMoveInT() { } void CCTransitionMoveInT::initScenes() { CCSize s = CCDirector::sharedDirector()->getWinSize(); m_pInScene->setPosition( ccp(0,s.height) ); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionMoveInT) // // MoveInB // CCTransitionMoveInB::CCTransitionMoveInB() { } CCTransitionMoveInB::~CCTransitionMoveInB() { } void CCTransitionMoveInB::initScenes() { CCSize s = CCDirector::sharedDirector()->getWinSize(); m_pInScene->setPosition( ccp(0,-s.height) ); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionMoveInB) // // 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 CCTransitionSlideInL::CCTransitionSlideInL() { } CCTransitionSlideInL::~CCTransitionSlideInL() { } void CCTransitionSlideInL::onEnter() { CCTransitionScene::onEnter(); this->initScenes(); CCActionInterval *in = this->action(); CCActionInterval *out = this->action(); CCActionInterval* inAction = easeActionWithAction(in); CCActionInterval* outAction = (CCActionInterval*)CCSequence::actions ( easeActionWithAction(out), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); m_pInScene->runAction(inAction); m_pOutScene->runAction(outAction); } void CCTransitionSlideInL::sceneOrder() { m_bIsInSceneOnTop = false; } void CCTransitionSlideInL:: initScenes() { CCSize s = CCDirector::sharedDirector()->getWinSize(); m_pInScene->setPosition( ccp(-(s.width-ADJUST_FACTOR),0) ); } CCActionInterval* CCTransitionSlideInL::action() { CCSize s = CCDirector::sharedDirector()->getWinSize(); return CCMoveBy::actionWithDuration(m_fDuration, ccp(s.width-ADJUST_FACTOR,0)); } CCActionInterval* CCTransitionSlideInL::easeActionWithAction(CCActionInterval* action) { return CCEaseOut::actionWithAction(action, 2.0f); // return [EaseElasticOut actionWithAction:action period:0.4f]; } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionSlideInL) // // SlideInR // CCTransitionSlideInR::CCTransitionSlideInR() { } CCTransitionSlideInR::~CCTransitionSlideInR() { } void CCTransitionSlideInR::sceneOrder() { m_bIsInSceneOnTop = true; } void CCTransitionSlideInR::initScenes() { CCSize s = CCDirector::sharedDirector()->getWinSize(); m_pInScene->setPosition( ccp(s.width-ADJUST_FACTOR,0) ); } CCActionInterval* CCTransitionSlideInR:: action() { CCSize s = CCDirector::sharedDirector()->getWinSize(); return CCMoveBy::actionWithDuration(m_fDuration, ccp(-(s.width-ADJUST_FACTOR),0)); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionSlideInR) // // SlideInT // CCTransitionSlideInT::CCTransitionSlideInT() { } CCTransitionSlideInT::~CCTransitionSlideInT() { } void CCTransitionSlideInT::sceneOrder() { m_bIsInSceneOnTop = false; } void CCTransitionSlideInT::initScenes() { CCSize s = CCDirector::sharedDirector()->getWinSize(); m_pInScene->setPosition( ccp(0,s.height-ADJUST_FACTOR) ); } CCActionInterval* CCTransitionSlideInT::action() { CCSize s = CCDirector::sharedDirector()->getWinSize(); return CCMoveBy::actionWithDuration(m_fDuration, ccp(0,-(s.height-ADJUST_FACTOR))); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionSlideInT) // // SlideInB // CCTransitionSlideInB::CCTransitionSlideInB() { } CCTransitionSlideInB::~CCTransitionSlideInB() { } void CCTransitionSlideInB::sceneOrder() { m_bIsInSceneOnTop = true; } void CCTransitionSlideInB:: initScenes() { CCSize s = CCDirector::sharedDirector()->getWinSize(); m_pInScene->setPosition( ccp(0,-(s.height-ADJUST_FACTOR)) ); } CCActionInterval* CCTransitionSlideInB:: action() { CCSize s = CCDirector::sharedDirector()->getWinSize(); return CCMoveBy::actionWithDuration(m_fDuration, ccp(0,s.height-ADJUST_FACTOR)); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionSlideInB) // // ShrinkGrow Transition // CCTransitionShrinkGrow::CCTransitionShrinkGrow() { } CCTransitionShrinkGrow::~CCTransitionShrinkGrow() { } void CCTransitionShrinkGrow::onEnter() { CCTransitionScene::onEnter(); m_pInScene->setScale(0.001f); m_pOutScene->setScale(1.0f); m_pInScene->setAnchorPoint(ccp(2/3.0f,0.5f)); m_pOutScene->setAnchorPoint(ccp(1/3.0f,0.5f)); CCActionInterval* scaleOut = CCScaleTo::actionWithDuration(m_fDuration, 0.01f); CCActionInterval* scaleIn = CCScaleTo::actionWithDuration(m_fDuration, 1.0f); m_pInScene->runAction(this->easeActionWithAction(scaleIn)); m_pOutScene->runAction ( CCSequence::actions ( this->easeActionWithAction(scaleOut), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ) ); } CCActionInterval* CCTransitionShrinkGrow:: easeActionWithAction(CCActionInterval* action) { return CCEaseOut::actionWithAction(action, 2.0f); // return [EaseElasticOut actionWithAction:action period:0.3f]; } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionShrinkGrow) // // FlipX Transition // CCTransitionFlipX::CCTransitionFlipX() { } CCTransitionFlipX::~CCTransitionFlipX() { } void CCTransitionFlipX::onEnter() { CCTransitionSceneOriented::onEnter(); CCActionInterval *inA, *outA; m_pInScene->setIsVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( m_eOrientation == kOrientationRightOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (CCActionInterval*)CCSequence::actions ( CCDelayTime::actionWithDuration(m_fDuration/2), CCShow::action(), CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, inAngleZ, inDeltaZ, 0, 0), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); outA = (CCActionInterval *)CCSequence::actions ( CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, outAngleZ, outDeltaZ, 0, 0), CCHide::action(), CCDelayTime::actionWithDuration(m_fDuration/2), NULL ); m_pInScene->runAction(inA); m_pOutScene->runAction(outA); } CCTransitionFlipX* CCTransitionFlipX::transitionWithDuration(ccTime t, CCScene* s, tOrientation o) { CCTransitionFlipX* pScene = new CCTransitionFlipX(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } // // FlipY Transition // CCTransitionFlipY::CCTransitionFlipY() { } CCTransitionFlipY::~CCTransitionFlipY() { } void CCTransitionFlipY::onEnter() { CCTransitionSceneOriented::onEnter(); CCActionInterval *inA, *outA; m_pInScene->setIsVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( m_eOrientation == kOrientationUpOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (CCActionInterval*)CCSequence::actions ( CCDelayTime::actionWithDuration(m_fDuration/2), CCShow::action(), CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, inAngleZ, inDeltaZ, 90, 0), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); outA = (CCActionInterval*)CCSequence::actions ( CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, outAngleZ, outDeltaZ, 90, 0), CCHide::action(), CCDelayTime::actionWithDuration(m_fDuration/2), NULL ); m_pInScene->runAction(inA); m_pOutScene->runAction(outA); } CCTransitionFlipY* CCTransitionFlipY::transitionWithDuration(ccTime t, CCScene* s, tOrientation o) { CCTransitionFlipY* pScene = new CCTransitionFlipY(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } // // FlipAngular Transition // CCTransitionFlipAngular::CCTransitionFlipAngular() { } CCTransitionFlipAngular::~CCTransitionFlipAngular() { } void CCTransitionFlipAngular::onEnter() { CCTransitionSceneOriented::onEnter(); CCActionInterval *inA, *outA; m_pInScene->setIsVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( m_eOrientation == kOrientationRightOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (CCActionInterval *)CCSequence::actions ( CCDelayTime::actionWithDuration(m_fDuration/2), CCShow::action(), CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, inAngleZ, inDeltaZ, -45, 0), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); outA = (CCActionInterval *)CCSequence::actions ( CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, outAngleZ, outDeltaZ, 45, 0), CCHide::action(), CCDelayTime::actionWithDuration(m_fDuration/2), NULL ); m_pInScene->runAction(inA); m_pOutScene->runAction(outA); } CCTransitionFlipAngular* CCTransitionFlipAngular::transitionWithDuration(ccTime t, CCScene* s, tOrientation o) { CCTransitionFlipAngular* pScene = new CCTransitionFlipAngular(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } // // ZoomFlipX Transition // CCTransitionZoomFlipX::CCTransitionZoomFlipX() { } CCTransitionZoomFlipX::~CCTransitionZoomFlipX() { } void CCTransitionZoomFlipX::onEnter() { CCTransitionSceneOriented::onEnter(); CCActionInterval *inA, *outA; m_pInScene->setIsVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( m_eOrientation == kOrientationRightOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (CCActionInterval *)CCSequence::actions ( CCDelayTime::actionWithDuration(m_fDuration/2), CCSpawn::actions ( CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, inAngleZ, inDeltaZ, 0, 0), CCScaleTo::actionWithDuration(m_fDuration/2, 1), CCShow::action(), NULL ), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); outA = (CCActionInterval *)CCSequence::actions ( CCSpawn::actions ( CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, outAngleZ, outDeltaZ, 0, 0), CCScaleTo::actionWithDuration(m_fDuration/2, 0.5f), NULL ), CCHide::action(), CCDelayTime::actionWithDuration(m_fDuration/2), NULL ); m_pInScene->setScale(0.5f); m_pInScene->runAction(inA); m_pOutScene->runAction(outA); } CCTransitionZoomFlipX* CCTransitionZoomFlipX::transitionWithDuration(ccTime t, CCScene* s, tOrientation o) { CCTransitionZoomFlipX* pScene = new CCTransitionZoomFlipX(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } // // ZoomFlipY Transition // CCTransitionZoomFlipY::CCTransitionZoomFlipY() { } CCTransitionZoomFlipY::~CCTransitionZoomFlipY() { } void CCTransitionZoomFlipY::onEnter() { CCTransitionSceneOriented::onEnter(); CCActionInterval *inA, *outA; m_pInScene->setIsVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( m_eOrientation== kOrientationUpOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (CCActionInterval *)CCSequence::actions ( CCDelayTime::actionWithDuration(m_fDuration/2), CCSpawn::actions ( CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, inAngleZ, inDeltaZ, 90, 0), CCScaleTo::actionWithDuration(m_fDuration/2, 1), CCShow::action(), NULL ), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); outA = (CCActionInterval *)CCSequence::actions ( CCSpawn::actions ( CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, outAngleZ, outDeltaZ, 90, 0), CCScaleTo::actionWithDuration(m_fDuration/2, 0.5f), NULL ), CCHide::action(), CCDelayTime::actionWithDuration(m_fDuration/2), NULL ); m_pInScene->setScale(0.5f); m_pInScene->runAction(inA); m_pOutScene->runAction(outA); } CCTransitionZoomFlipY* CCTransitionZoomFlipY::transitionWithDuration(ccTime t, CCScene* s, tOrientation o) { CCTransitionZoomFlipY* pScene = new CCTransitionZoomFlipY(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } // // ZoomFlipAngular Transition // CCTransitionZoomFlipAngular::CCTransitionZoomFlipAngular() { } CCTransitionZoomFlipAngular::~CCTransitionZoomFlipAngular() { } void CCTransitionZoomFlipAngular::onEnter() { CCTransitionSceneOriented::onEnter(); CCActionInterval *inA, *outA; m_pInScene->setIsVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( m_eOrientation == kOrientationRightOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (CCActionInterval *)CCSequence::actions ( CCDelayTime::actionWithDuration(m_fDuration/2), CCSpawn::actions ( CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0, inAngleZ, inDeltaZ, -45, 0), CCScaleTo::actionWithDuration(m_fDuration/2, 1), CCShow::action(), NULL ), CCShow::action(), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); outA = (CCActionInterval *)CCSequence::actions ( CCSpawn::actions ( CCOrbitCamera::actionWithDuration(m_fDuration/2, 1, 0 , outAngleZ, outDeltaZ, 45, 0), CCScaleTo::actionWithDuration(m_fDuration/2, 0.5f), NULL ), CCHide::action(), CCDelayTime::actionWithDuration(m_fDuration/2), NULL ); m_pInScene->setScale(0.5f); m_pInScene->runAction(inA); m_pOutScene->runAction(outA); } CCTransitionZoomFlipAngular* CCTransitionZoomFlipAngular::transitionWithDuration(ccTime t, CCScene* s, tOrientation o) { CCTransitionZoomFlipAngular* pScene = new CCTransitionZoomFlipAngular(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } // // Fade Transition // CCTransitionFade::CCTransitionFade() { } CCTransitionFade::~CCTransitionFade() { } CCTransitionFade * CCTransitionFade::transitionWithDuration(ccTime duration, CCScene *scene, ccColor3B color) { CCTransitionFade * pTransition = new CCTransitionFade(); pTransition->initWithDuration(duration, scene, color); pTransition->autorelease(); return pTransition; } bool CCTransitionFade::initWithDuration(ccTime duration, CCScene *scene, ccColor3B color) { if (CCTransitionScene::initWithDuration(duration, scene)) { m_tColor.r = color.r; m_tColor.g = color.g; m_tColor.b = color.b; m_tColor.a = 0; } return true; } bool CCTransitionFade::initWithDuration(ccTime t, CCScene *scene) { this->initWithDuration(t, scene, ccBLACK); return true; } void CCTransitionFade :: onEnter() { CCTransitionScene::onEnter(); CCLayerColor* l = CCLayerColor::layerWithColor(m_tColor); m_pInScene->setIsVisible(false); addChild(l, 2, kSceneFade); CCNode* f = getChildByTag(kSceneFade); CCActionInterval* a = (CCActionInterval *)CCSequence::actions ( CCFadeIn::actionWithDuration(m_fDuration/2), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::hideOutShowIn)),//CCCallFunc::actionWithTarget:self selector:@selector(hideOutShowIn)], CCFadeOut::actionWithDuration(m_fDuration/2), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), //:self selector:@selector(finish)], NULL ); f->runAction(a); } void CCTransitionFade::onExit() { CCTransitionScene::onExit(); this->removeChildByTag(kSceneFade, false); } // // Cross Fade Transition // CCTransitionCrossFade::CCTransitionCrossFade() { } CCTransitionCrossFade::~CCTransitionCrossFade() { } void CCTransitionCrossFade:: draw() { // override draw since both scenes (textures) are rendered in 1 scene } void CCTransitionCrossFade::onEnter() { CCTransitionScene::onEnter(); // create a transparent color layer // in which we are going to add our rendertextures ccColor4B color = {0,0,0,0}; CCSize size = CCDirector::sharedDirector()->getWinSize(); CCLayerColor* layer = CCLayerColor::layerWithColor(color); // create the first render texture for inScene CCRenderTexture* inTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height); if (NULL == inTexture) { return; } inTexture->getSprite()->setAnchorPoint( ccp(0.5f,0.5f) ); inTexture->setPosition( ccp(size.width/2, size.height/2) ); inTexture->setAnchorPoint( ccp(0.5f,0.5f) ); // render inScene to its texturebuffer inTexture->begin(); m_pInScene->visit(); inTexture->end(); // 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->begin(); m_pOutScene->visit(); outTexture->end(); // create blend functions ccBlendFunc blend1 = {GL_ONE, GL_ONE}; // inScene will lay on background and will not be used with alpha ccBlendFunc 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 CCAction* layerAction = CCSequence::actions ( CCFadeTo::actionWithDuration(m_fDuration, 0), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::hideOutShowIn)), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); // 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 CCTransitionCrossFade::onExit() { // remove our layer and release all containing objects this->removeChildByTag(kSceneFade, false); CCTransitionScene::onExit(); } CCTransitionCrossFade* CCTransitionCrossFade::transitionWithDuration(ccTime d, CCScene* s) { CCTransitionCrossFade* Transition = new CCTransitionCrossFade(); Transition->initWithDuration(d, s); Transition->autorelease(); return Transition; } // // TurnOffTilesTransition // CCTransitionTurnOffTiles::CCTransitionTurnOffTiles() { } CCTransitionTurnOffTiles::~CCTransitionTurnOffTiles() { } // override addScenes, and change the order void CCTransitionTurnOffTiles::sceneOrder() { m_bIsInSceneOnTop = false; } void CCTransitionTurnOffTiles::onEnter() { CCTransitionScene::onEnter(); CCSize s = CCDirector::sharedDirector()->getWinSize(); float aspect = s.width / s.height; int x = (int)(12 * aspect); int y = 12; CCTurnOffTiles* toff = CCTurnOffTiles::actionWithSize( ccg(x,y), m_fDuration); CCActionInterval* action = easeActionWithAction(toff); m_pOutScene->runAction ( CCSequence::actions ( action, CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), CCStopGrid::action(), NULL ) ); } CCActionInterval* CCTransitionTurnOffTiles:: easeActionWithAction(CCActionInterval* action) { return action; } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionTurnOffTiles) // // SplitCols Transition // CCTransitionSplitCols::CCTransitionSplitCols() { } CCTransitionSplitCols::~CCTransitionSplitCols() { } void CCTransitionSplitCols::onEnter() { CCTransitionScene::onEnter(); m_pInScene->setIsVisible(false); CCActionInterval* split = action(); CCActionInterval* seq = (CCActionInterval*)CCSequence::actions ( split, CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::hideOutShowIn)), split->reverse(), NULL ); this->runAction ( CCSequence::actions ( easeActionWithAction(seq), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), CCStopGrid::action(), NULL ) ); } CCActionInterval* CCTransitionSplitCols:: action() { return CCSplitCols::actionWithCols(3, m_fDuration/2.0f); } CCActionInterval* CCTransitionSplitCols::easeActionWithAction(CCActionInterval * action) { return CCEaseInOut::actionWithAction(action, 3.0f); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionSplitCols) // // SplitRows Transition // CCTransitionSplitRows::CCTransitionSplitRows() { } CCTransitionSplitRows::~CCTransitionSplitRows() { } CCActionInterval* CCTransitionSplitRows::action() { return CCSplitRows::actionWithRows(3, m_fDuration/2.0f); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionSplitRows) // // FadeTR Transition // CCTransitionFadeTR::CCTransitionFadeTR() { } CCTransitionFadeTR::~CCTransitionFadeTR() { } void CCTransitionFadeTR::sceneOrder() { m_bIsInSceneOnTop = false; } void CCTransitionFadeTR::onEnter() { CCTransitionScene::onEnter(); CCSize s = CCDirector::sharedDirector()->getWinSize(); float aspect = s.width / s.height; int x = (int)(12 * aspect); int y = 12; CCActionInterval* action = actionWithSize(ccg(x,y)); m_pOutScene->runAction ( CCSequence::actions ( easeActionWithAction(action), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), CCStopGrid::action(), NULL ) ); } CCActionInterval* CCTransitionFadeTR::actionWithSize(ccGridSize size) { return CCFadeOutTRTiles::actionWithSize(size, m_fDuration); } CCActionInterval* CCTransitionFadeTR:: easeActionWithAction(CCActionInterval* action) { return action; } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionFadeTR) // // FadeBL Transition // CCTransitionFadeBL::CCTransitionFadeBL() { } CCTransitionFadeBL::~CCTransitionFadeBL() { } CCActionInterval* CCTransitionFadeBL::actionWithSize(ccGridSize size) { return CCFadeOutBLTiles::actionWithSize(size, m_fDuration); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionFadeBL) // // FadeUp Transition // CCTransitionFadeUp::CCTransitionFadeUp() { } CCTransitionFadeUp::~CCTransitionFadeUp() { } CCActionInterval* CCTransitionFadeUp::actionWithSize(ccGridSize size) { return CCFadeOutUpTiles::actionWithSize(size, m_fDuration); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionFadeUp) // // FadeDown Transition // CCTransitionFadeDown::CCTransitionFadeDown() { } CCTransitionFadeDown::~CCTransitionFadeDown() { } CCActionInterval* CCTransitionFadeDown::actionWithSize(ccGridSize size) { return CCFadeOutDownTiles::actionWithSize(size, m_fDuration); } IMPLEMENT_TRANSITIONWITHDURATION(CCTransitionFadeDown) }//namespace cocos2d