/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011 Zynga Inc. 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 "CCDirector.h" #include "touch_dispatcher/CCTouchDispatcher.h" #include "actions/CCActionInterval.h" #include "actions/CCActionInstant.h" #include "actions/CCActionEase.h" #include "actions/CCActionCamera.h" #include "actions/CCActionTiledGrid.h" #include "actions/CCActionGrid.h" #include "CCLayer.h" #include "misc_nodes/CCRenderTexture.h" NS_CC_BEGIN const unsigned int kSceneFade = 0xFADEFADE; TransitionScene::TransitionScene() { } TransitionScene::~TransitionScene() { _inScene->release(); _outScene->release(); } TransitionScene * TransitionScene::create(float t, Scene *scene) { TransitionScene * pScene = new TransitionScene(); if(pScene && pScene->initWithDuration(t,scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } bool TransitionScene::initWithDuration(float t, Scene *scene) { CCASSERT( scene != NULL, "Argument scene must be non-nil"); if (Scene::init()) { _duration = t; // retain _inScene = scene; _inScene->retain(); _outScene = Director::getInstance()->getRunningScene(); if (_outScene == NULL) { _outScene = Scene::create(); _outScene->init(); } _outScene->retain(); CCASSERT( _inScene != _outScene, "Incoming scene must be different from the outgoing scene" ); sceneOrder(); return true; } else { return false; } } void TransitionScene::sceneOrder() { _isInSceneOnTop = true; } void TransitionScene::draw() { Scene::draw(); if( _isInSceneOnTop ) { _outScene->visit(); _inScene->visit(); } else { _inScene->visit(); _outScene->visit(); } } void TransitionScene::finish() { // clean up _inScene->setVisible(true); _inScene->setPosition(Point(0,0)); _inScene->setScale(1.0f); _inScene->setRotation(0.0f); _inScene->getCamera()->restore(); _outScene->setVisible(false); _outScene->setPosition(Point(0,0)); _outScene->setScale(1.0f); _outScene->setRotation(0.0f); _outScene->getCamera()->restore(); //[self schedule:@selector(setNewScene:) interval:0]; this->schedule(schedule_selector(TransitionScene::setNewScene), 0); } void TransitionScene::setNewScene(float dt) { CC_UNUSED_PARAM(dt); this->unschedule(schedule_selector(TransitionScene::setNewScene)); // Before replacing, save the "send cleanup to scene" Director *director = Director::getInstance(); _isSendCleanupToScene = director->isSendCleanupToScene(); director->replaceScene(_inScene); // issue #267 _outScene->setVisible(true); } void TransitionScene::hideOutShowIn() { _inScene->setVisible(true); _outScene->setVisible(false); } // custom onEnter void TransitionScene::onEnter() { Scene::onEnter(); // disable events while transitions Director::getInstance()->getTouchDispatcher()->setDispatchEvents(false); // outScene should not receive the onEnter callback // only the onExitTransitionDidStart _outScene->onExitTransitionDidStart(); _inScene->onEnter(); } // custom onExit void TransitionScene::onExit() { Scene::onExit(); // enable events while transitions Director::getInstance()->getTouchDispatcher()->setDispatchEvents(true); _outScene->onExit(); // _inScene should not receive the onEnter callback // only the onEnterTransitionDidFinish _inScene->onEnterTransitionDidFinish(); } // custom cleanup void TransitionScene::cleanup() { Scene::cleanup(); if( _isSendCleanupToScene ) _outScene->cleanup(); } // // Oriented Transition // TransitionSceneOriented::TransitionSceneOriented() { } TransitionSceneOriented::~TransitionSceneOriented() { } TransitionSceneOriented * TransitionSceneOriented::create(float t, Scene *scene, tOrientation orientation) { TransitionSceneOriented * pScene = new TransitionSceneOriented(); pScene->initWithDuration(t,scene,orientation); pScene->autorelease(); return pScene; } bool TransitionSceneOriented::initWithDuration(float t, Scene *scene, tOrientation orientation) { if ( TransitionScene::initWithDuration(t, scene) ) { _orientation = orientation; } return true; } // // RotoZoom // TransitionRotoZoom::TransitionRotoZoom() { } TransitionRotoZoom* TransitionRotoZoom::create(float t, Scene* scene) { TransitionRotoZoom* pScene = new TransitionRotoZoom(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } TransitionRotoZoom::~TransitionRotoZoom() { } void TransitionRotoZoom:: onEnter() { TransitionScene::onEnter(); _inScene->setScale(0.001f); _outScene->setScale(1.0f); _inScene->setAnchorPoint(Point(0.5f, 0.5f)); _outScene->setAnchorPoint(Point(0.5f, 0.5f)); ActionInterval *rotozoom = (ActionInterval*)(Sequence::create ( Spawn::create ( ScaleBy::create(_duration/2, 0.001f), RotateBy::create(_duration/2, 360 * 2), NULL ), DelayTime::create(_duration/2), NULL )); _outScene->runAction(rotozoom); _inScene->runAction ( Sequence::create ( rotozoom->reverse(), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ) ); } // // JumpZoom // TransitionJumpZoom::TransitionJumpZoom() { } TransitionJumpZoom::~TransitionJumpZoom() { } TransitionJumpZoom* TransitionJumpZoom::create(float t, Scene* scene) { TransitionJumpZoom* pScene = new TransitionJumpZoom(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionJumpZoom::onEnter() { TransitionScene::onEnter(); Size s = Director::getInstance()->getWinSize(); _inScene->setScale(0.5f); _inScene->setPosition(Point(s.width, 0)); _inScene->setAnchorPoint(Point(0.5f, 0.5f)); _outScene->setAnchorPoint(Point(0.5f, 0.5f)); ActionInterval *jump = JumpBy::create(_duration/4, Point(-s.width,0), s.width/4, 2); ActionInterval *scaleIn = ScaleTo::create(_duration/4, 1.0f); ActionInterval *scaleOut = ScaleTo::create(_duration/4, 0.5f); ActionInterval *jumpZoomOut = (ActionInterval*)(Sequence::create(scaleOut, jump, NULL)); ActionInterval *jumpZoomIn = (ActionInterval*)(Sequence::create(jump, scaleIn, NULL)); ActionInterval *delay = DelayTime::create(_duration/2); _outScene->runAction(jumpZoomOut); _inScene->runAction ( Sequence::create ( delay, jumpZoomIn, CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ) ); } // // MoveInL // TransitionMoveInL::TransitionMoveInL() { } TransitionMoveInL::~TransitionMoveInL() { } TransitionMoveInL* TransitionMoveInL::create(float t, Scene* scene) { TransitionMoveInL* pScene = new TransitionMoveInL(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionMoveInL::onEnter() { TransitionScene::onEnter(); this->initScenes(); ActionInterval *a = this->action(); _inScene->runAction ( Sequence::create ( this->easeActionWithAction(a), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ) ); } ActionInterval* TransitionMoveInL::action() { return MoveTo::create(_duration, Point(0,0)); } ActionInterval* TransitionMoveInL::easeActionWithAction(ActionInterval* action) { return EaseOut::create(action, 2.0f); // return [EaseElasticOut actionWithAction:action period:0.4f]; } void TransitionMoveInL::initScenes() { Size s = Director::getInstance()->getWinSize(); _inScene->setPosition(Point(-s.width,0)); } // // MoveInR // TransitionMoveInR::TransitionMoveInR() { } TransitionMoveInR::~TransitionMoveInR() { } TransitionMoveInR* TransitionMoveInR::create(float t, Scene* scene) { TransitionMoveInR* pScene = new TransitionMoveInR(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionMoveInR::initScenes() { Size s = Director::getInstance()->getWinSize(); _inScene->setPosition( Point(s.width,0) ); } // // MoveInT // TransitionMoveInT::TransitionMoveInT() { } TransitionMoveInT::~TransitionMoveInT() { } TransitionMoveInT* TransitionMoveInT::create(float t, Scene* scene) { TransitionMoveInT* pScene = new TransitionMoveInT(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionMoveInT::initScenes() { Size s = Director::getInstance()->getWinSize(); _inScene->setPosition( Point(0,s.height) ); } // // MoveInB // TransitionMoveInB::TransitionMoveInB() { } TransitionMoveInB::~TransitionMoveInB() { } TransitionMoveInB* TransitionMoveInB::create(float t, Scene* scene) { TransitionMoveInB* pScene = new TransitionMoveInB(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionMoveInB::initScenes() { Size s = Director::getInstance()->getWinSize(); _inScene->setPosition( Point(0,-s.height) ); } // // 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 TransitionSlideInL::TransitionSlideInL() { } TransitionSlideInL::~TransitionSlideInL() { } void TransitionSlideInL::onEnter() { TransitionScene::onEnter(); this->initScenes(); ActionInterval *in = this->action(); ActionInterval *out = this->action(); ActionInterval* inAction = easeActionWithAction(in); ActionInterval* outAction = (ActionInterval*)Sequence::create ( easeActionWithAction(out), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ); _inScene->runAction(inAction); _outScene->runAction(outAction); } void TransitionSlideInL::sceneOrder() { _isInSceneOnTop = false; } void TransitionSlideInL:: initScenes() { Size s = Director::getInstance()->getWinSize(); _inScene->setPosition( Point(-(s.width-ADJUST_FACTOR),0) ); } ActionInterval* TransitionSlideInL::action() { Size s = Director::getInstance()->getWinSize(); return MoveBy::create(_duration, Point(s.width-ADJUST_FACTOR,0)); } ActionInterval* TransitionSlideInL::easeActionWithAction(ActionInterval* action) { return EaseOut::create(action, 2.0f); } TransitionSlideInL* TransitionSlideInL::create(float t, Scene* scene) { TransitionSlideInL* pScene = new TransitionSlideInL(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } // // SlideInR // TransitionSlideInR::TransitionSlideInR() { } TransitionSlideInR::~TransitionSlideInR() { } TransitionSlideInR* TransitionSlideInR::create(float t, Scene* scene) { TransitionSlideInR* pScene = new TransitionSlideInR(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionSlideInR::sceneOrder() { _isInSceneOnTop = true; } void TransitionSlideInR::initScenes() { Size s = Director::getInstance()->getWinSize(); _inScene->setPosition( Point(s.width-ADJUST_FACTOR,0) ); } ActionInterval* TransitionSlideInR:: action() { Size s = Director::getInstance()->getWinSize(); return MoveBy::create(_duration, Point(-(s.width-ADJUST_FACTOR),0)); } // // SlideInT // TransitionSlideInT::TransitionSlideInT() { } TransitionSlideInT::~TransitionSlideInT() { } TransitionSlideInT* TransitionSlideInT::create(float t, Scene* scene) { TransitionSlideInT* pScene = new TransitionSlideInT(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionSlideInT::sceneOrder() { _isInSceneOnTop = false; } void TransitionSlideInT::initScenes() { Size s = Director::getInstance()->getWinSize(); _inScene->setPosition( Point(0,s.height-ADJUST_FACTOR) ); } ActionInterval* TransitionSlideInT::action() { Size s = Director::getInstance()->getWinSize(); return MoveBy::create(_duration, Point(0,-(s.height-ADJUST_FACTOR))); } // // SlideInB // TransitionSlideInB::TransitionSlideInB() { } TransitionSlideInB::~TransitionSlideInB() { } TransitionSlideInB* TransitionSlideInB::create(float t, Scene* scene) { TransitionSlideInB* pScene = new TransitionSlideInB(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionSlideInB::sceneOrder() { _isInSceneOnTop = true; } void TransitionSlideInB:: initScenes() { Size s = Director::getInstance()->getWinSize(); _inScene->setPosition( Point(0,-(s.height-ADJUST_FACTOR)) ); } ActionInterval* TransitionSlideInB:: action() { Size s = Director::getInstance()->getWinSize(); return MoveBy::create(_duration, Point(0,s.height-ADJUST_FACTOR)); } // // ShrinkGrow Transition // TransitionShrinkGrow::TransitionShrinkGrow() { } TransitionShrinkGrow::~TransitionShrinkGrow() { } TransitionShrinkGrow* TransitionShrinkGrow::create(float t, Scene* scene) { TransitionShrinkGrow* pScene = new TransitionShrinkGrow(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionShrinkGrow::onEnter() { TransitionScene::onEnter(); _inScene->setScale(0.001f); _outScene->setScale(1.0f); _inScene->setAnchorPoint(Point(2/3.0f,0.5f)); _outScene->setAnchorPoint(Point(1/3.0f,0.5f)); ActionInterval* scaleOut = ScaleTo::create(_duration, 0.01f); ActionInterval* scaleIn = ScaleTo::create(_duration, 1.0f); _inScene->runAction(this->easeActionWithAction(scaleIn)); _outScene->runAction ( Sequence::create ( this->easeActionWithAction(scaleOut), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ) ); } ActionInterval* TransitionShrinkGrow:: easeActionWithAction(ActionInterval* action) { return EaseOut::create(action, 2.0f); // return [EaseElasticOut actionWithAction:action period:0.3f]; } // // FlipX Transition // TransitionFlipX::TransitionFlipX() { } TransitionFlipX::~TransitionFlipX() { } void TransitionFlipX::onEnter() { TransitionSceneOriented::onEnter(); ActionInterval *inA, *outA; _inScene->setVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( _orientation == kTransitionOrientationRightOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (ActionInterval*)Sequence::create ( DelayTime::create(_duration/2), Show::create(), OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, 0, 0), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ); outA = (ActionInterval *)Sequence::create ( OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 0, 0), Hide::create(), DelayTime::create(_duration/2), NULL ); _inScene->runAction(inA); _outScene->runAction(outA); } TransitionFlipX* TransitionFlipX::create(float t, Scene* s, tOrientation o) { TransitionFlipX* pScene = new TransitionFlipX(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } TransitionFlipX* TransitionFlipX::create(float t, Scene* s) { return TransitionFlipX::create(t, s, kTransitionOrientationRightOver); } // // FlipY Transition // TransitionFlipY::TransitionFlipY() { } TransitionFlipY::~TransitionFlipY() { } void TransitionFlipY::onEnter() { TransitionSceneOriented::onEnter(); ActionInterval *inA, *outA; _inScene->setVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( _orientation == kTransitionOrientationUpOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (ActionInterval*)Sequence::create ( DelayTime::create(_duration/2), Show::create(), OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, 90, 0), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ); outA = (ActionInterval*)Sequence::create ( OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 90, 0), Hide::create(), DelayTime::create(_duration/2), NULL ); _inScene->runAction(inA); _outScene->runAction(outA); } TransitionFlipY* TransitionFlipY::create(float t, Scene* s, tOrientation o) { TransitionFlipY* pScene = new TransitionFlipY(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } TransitionFlipY* TransitionFlipY::create(float t, Scene* s) { return TransitionFlipY::create(t, s, kTransitionOrientationUpOver); } // // FlipAngular Transition // TransitionFlipAngular::TransitionFlipAngular() { } TransitionFlipAngular::~TransitionFlipAngular() { } void TransitionFlipAngular::onEnter() { TransitionSceneOriented::onEnter(); ActionInterval *inA, *outA; _inScene->setVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( _orientation == kTransitionOrientationRightOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (ActionInterval *)Sequence::create ( DelayTime::create(_duration/2), Show::create(), OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, -45, 0), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ); outA = (ActionInterval *)Sequence::create ( OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 45, 0), Hide::create(), DelayTime::create(_duration/2), NULL ); _inScene->runAction(inA); _outScene->runAction(outA); } TransitionFlipAngular* TransitionFlipAngular::create(float t, Scene* s, tOrientation o) { TransitionFlipAngular* pScene = new TransitionFlipAngular(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } TransitionFlipAngular* TransitionFlipAngular::create(float t, Scene* s) { return TransitionFlipAngular::create(t, s, kTransitionOrientationRightOver); } // // ZoomFlipX Transition // TransitionZoomFlipX::TransitionZoomFlipX() { } TransitionZoomFlipX::~TransitionZoomFlipX() { } void TransitionZoomFlipX::onEnter() { TransitionSceneOriented::onEnter(); ActionInterval *inA, *outA; _inScene->setVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( _orientation == kTransitionOrientationRightOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (ActionInterval *)Sequence::create ( DelayTime::create(_duration/2), Spawn::create ( OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, 0, 0), ScaleTo::create(_duration/2, 1), Show::create(), NULL ), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ); outA = (ActionInterval *)Sequence::create ( Spawn::create ( OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 0, 0), ScaleTo::create(_duration/2, 0.5f), NULL ), Hide::create(), DelayTime::create(_duration/2), NULL ); _inScene->setScale(0.5f); _inScene->runAction(inA); _outScene->runAction(outA); } TransitionZoomFlipX* TransitionZoomFlipX::create(float t, Scene* s, tOrientation o) { TransitionZoomFlipX* pScene = new TransitionZoomFlipX(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } TransitionZoomFlipX* TransitionZoomFlipX::create(float t, Scene* s) { return TransitionZoomFlipX::create(t, s, kTransitionOrientationRightOver); } // // ZoomFlipY Transition // TransitionZoomFlipY::TransitionZoomFlipY() { } TransitionZoomFlipY::~TransitionZoomFlipY() { } void TransitionZoomFlipY::onEnter() { TransitionSceneOriented::onEnter(); ActionInterval *inA, *outA; _inScene->setVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( _orientation== kTransitionOrientationUpOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (ActionInterval *)Sequence::create ( DelayTime::create(_duration/2), Spawn::create ( OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, 90, 0), ScaleTo::create(_duration/2, 1), Show::create(), NULL ), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ); outA = (ActionInterval *)Sequence::create ( Spawn::create ( OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 90, 0), ScaleTo::create(_duration/2, 0.5f), NULL ), Hide::create(), DelayTime::create(_duration/2), NULL ); _inScene->setScale(0.5f); _inScene->runAction(inA); _outScene->runAction(outA); } TransitionZoomFlipY* TransitionZoomFlipY::create(float t, Scene* s, tOrientation o) { TransitionZoomFlipY* pScene = new TransitionZoomFlipY(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } TransitionZoomFlipY* TransitionZoomFlipY::create(float t, Scene* s) { return TransitionZoomFlipY::create(t, s, kTransitionOrientationUpOver); } // // ZoomFlipAngular Transition // TransitionZoomFlipAngular::TransitionZoomFlipAngular() { } TransitionZoomFlipAngular::~TransitionZoomFlipAngular() { } void TransitionZoomFlipAngular::onEnter() { TransitionSceneOriented::onEnter(); ActionInterval *inA, *outA; _inScene->setVisible(false); float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if( _orientation == kTransitionOrientationRightOver ) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = (ActionInterval *)Sequence::create ( DelayTime::create(_duration/2), Spawn::create ( OrbitCamera::create(_duration/2, 1, 0, inAngleZ, inDeltaZ, -45, 0), ScaleTo::create(_duration/2, 1), Show::create(), NULL ), Show::create(), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ); outA = (ActionInterval *)Sequence::create ( Spawn::create ( OrbitCamera::create(_duration/2, 1, 0 , outAngleZ, outDeltaZ, 45, 0), ScaleTo::create(_duration/2, 0.5f), NULL ), Hide::create(), DelayTime::create(_duration/2), NULL ); _inScene->setScale(0.5f); _inScene->runAction(inA); _outScene->runAction(outA); } TransitionZoomFlipAngular* TransitionZoomFlipAngular::create(float t, Scene* s, tOrientation o) { TransitionZoomFlipAngular* pScene = new TransitionZoomFlipAngular(); pScene->initWithDuration(t, s, o); pScene->autorelease(); return pScene; } TransitionZoomFlipAngular* TransitionZoomFlipAngular::create(float t, Scene* s) { return TransitionZoomFlipAngular::create(t, s, kTransitionOrientationRightOver); } // // Fade Transition // TransitionFade::TransitionFade() { } TransitionFade::~TransitionFade() { } TransitionFade * TransitionFade::create(float duration, Scene *scene, const Color3B& color) { TransitionFade * pTransition = new TransitionFade(); pTransition->initWithDuration(duration, scene, color); pTransition->autorelease(); return pTransition; } TransitionFade* TransitionFade::create(float duration,Scene* scene) { return TransitionFade::create(duration, scene, Color3B::BLACK); } bool TransitionFade::initWithDuration(float duration, Scene *scene, const Color3B& color) { if (TransitionScene::initWithDuration(duration, scene)) { _color.r = color.r; _color.g = color.g; _color.b = color.b; _color.a = 0; } return true; } bool TransitionFade::initWithDuration(float t, Scene *scene) { this->initWithDuration(t, scene, Color3B::BLACK); return true; } void TransitionFade :: onEnter() { TransitionScene::onEnter(); LayerColor* l = LayerColor::create(_color); _inScene->setVisible(false); addChild(l, 2, kSceneFade); Node* f = getChildByTag(kSceneFade); ActionInterval* a = (ActionInterval *)Sequence::create ( FadeIn::create(_duration/2), CallFunc::create(CC_CALLBACK_0(TransitionScene::hideOutShowIn,this)), FadeOut::create(_duration/2), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), NULL ); f->runAction(a); } void TransitionFade::onExit() { TransitionScene::onExit(); this->removeChildByTag(kSceneFade, false); } // // Cross Fade Transition // TransitionCrossFade::TransitionCrossFade() { } TransitionCrossFade::~TransitionCrossFade() { } TransitionCrossFade* TransitionCrossFade::create(float t, Scene* scene) { TransitionCrossFade* pScene = new TransitionCrossFade(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionCrossFade:: draw() { // override draw since both scenes (textures) are rendered in 1 scene } void TransitionCrossFade::onEnter() { TransitionScene::onEnter(); // create a transparent color layer // in which we are going to add our rendertextures Color4B color(0,0,0,0); Size size = Director::getInstance()->getWinSize(); LayerColor* layer = LayerColor::create(color); // create the first render texture for inScene RenderTexture* inTexture = RenderTexture::create((int)size.width, (int)size.height); if (NULL == inTexture) { return; } inTexture->getSprite()->setAnchorPoint( Point(0.5f,0.5f) ); inTexture->setPosition( Point(size.width/2, size.height/2) ); inTexture->setAnchorPoint( Point(0.5f,0.5f) ); // render inScene to its texturebuffer inTexture->begin(); _inScene->visit(); inTexture->end(); // create the second render texture for outScene RenderTexture* outTexture = RenderTexture::create((int)size.width, (int)size.height); outTexture->getSprite()->setAnchorPoint( Point(0.5f,0.5f) ); outTexture->setPosition( Point(size.width/2, size.height/2) ); outTexture->setAnchorPoint( Point(0.5f,0.5f) ); // render outScene to its texturebuffer outTexture->begin(); _outScene->visit(); outTexture->end(); // create blend functions BlendFunc blend1 = {GL_ONE, GL_ONE}; // inScene will lay on background and will not be used with alpha BlendFunc 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 Action* layerAction = Sequence::create ( FadeTo::create(_duration, 0), CallFunc::create(CC_CALLBACK_0(TransitionScene::hideOutShowIn,this)), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), 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 TransitionCrossFade::onExit() { // remove our layer and release all containing objects this->removeChildByTag(kSceneFade, false); TransitionScene::onExit(); } // // TurnOffTilesTransition // TransitionTurnOffTiles::TransitionTurnOffTiles() { } TransitionTurnOffTiles::~TransitionTurnOffTiles() { } TransitionTurnOffTiles* TransitionTurnOffTiles::create(float t, Scene* scene) { TransitionTurnOffTiles* pScene = new TransitionTurnOffTiles(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } // override addScenes, and change the order void TransitionTurnOffTiles::sceneOrder() { _isInSceneOnTop = false; } void TransitionTurnOffTiles::onEnter() { TransitionScene::onEnter(); Size s = Director::getInstance()->getWinSize(); float aspect = s.width / s.height; int x = (int)(12 * aspect); int y = 12; TurnOffTiles* toff = TurnOffTiles::create(_duration, Size(x,y)); ActionInterval* action = easeActionWithAction(toff); _outScene->runAction ( Sequence::create ( action, CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), StopGrid::create(), NULL ) ); } ActionInterval* TransitionTurnOffTiles:: easeActionWithAction(ActionInterval* action) { return action; } // // SplitCols Transition // TransitionSplitCols::TransitionSplitCols() { } TransitionSplitCols::~TransitionSplitCols() { } TransitionSplitCols* TransitionSplitCols::create(float t, Scene* scene) { TransitionSplitCols* pScene = new TransitionSplitCols(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionSplitCols::onEnter() { TransitionScene::onEnter(); _inScene->setVisible(false); ActionInterval* split = action(); ActionInterval* seq = (ActionInterval*)Sequence::create ( split, CallFunc::create(CC_CALLBACK_0(TransitionScene::hideOutShowIn,this)), split->reverse(), NULL ); this->runAction ( Sequence::create ( easeActionWithAction(seq), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), StopGrid::create(), NULL ) ); } ActionInterval* TransitionSplitCols:: action() { return SplitCols::create(_duration/2.0f, 3); } ActionInterval* TransitionSplitCols::easeActionWithAction(ActionInterval * action) { return EaseInOut::create(action, 3.0f); } // // SplitRows Transition // TransitionSplitRows::TransitionSplitRows() { } TransitionSplitRows::~TransitionSplitRows() { } ActionInterval* TransitionSplitRows::action() { return SplitRows::create(_duration/2.0f, 3); } TransitionSplitRows* TransitionSplitRows::create(float t, Scene* scene) { TransitionSplitRows* pScene = new TransitionSplitRows(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } // // FadeTR Transition // TransitionFadeTR::TransitionFadeTR() { } TransitionFadeTR::~TransitionFadeTR() { } TransitionFadeTR* TransitionFadeTR::create(float t, Scene* scene) { TransitionFadeTR* pScene = new TransitionFadeTR(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void TransitionFadeTR::sceneOrder() { _isInSceneOnTop = false; } void TransitionFadeTR::onEnter() { TransitionScene::onEnter(); Size s = Director::getInstance()->getWinSize(); float aspect = s.width / s.height; int x = (int)(12 * aspect); int y = 12; ActionInterval* action = actionWithSize(Size(x,y)); _outScene->runAction ( Sequence::create ( easeActionWithAction(action), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), StopGrid::create(), NULL ) ); } ActionInterval* TransitionFadeTR::actionWithSize(const Size& size) { return FadeOutTRTiles::create(_duration, size); } ActionInterval* TransitionFadeTR:: easeActionWithAction(ActionInterval* action) { return action; } // // FadeBL Transition // TransitionFadeBL::TransitionFadeBL() { } TransitionFadeBL::~TransitionFadeBL() { } TransitionFadeBL* TransitionFadeBL::create(float t, Scene* scene) { TransitionFadeBL* pScene = new TransitionFadeBL(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } ActionInterval* TransitionFadeBL::actionWithSize(const Size& size) { return FadeOutBLTiles::create(_duration, size); } // // FadeUp Transition // TransitionFadeUp::TransitionFadeUp() { } TransitionFadeUp::~TransitionFadeUp() { } TransitionFadeUp* TransitionFadeUp::create(float t, Scene* scene) { TransitionFadeUp* pScene = new TransitionFadeUp(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } ActionInterval* TransitionFadeUp::actionWithSize(const Size& size) { return FadeOutUpTiles::create(_duration, size); } // // FadeDown Transition // TransitionFadeDown::TransitionFadeDown() { } TransitionFadeDown::~TransitionFadeDown() { } TransitionFadeDown* TransitionFadeDown::create(float t, Scene* scene) { TransitionFadeDown* pScene = new TransitionFadeDown(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } ActionInterval* TransitionFadeDown::actionWithSize(const Size& size) { return FadeOutDownTiles::create(_duration, size); } NS_CC_END