/**************************************************************************** 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" #include "support/CCPointExtension.h" NS_CC_BEGIN enum { kCCSceneRadial = 0xc001, }; CCTransitionProgress::CCTransitionProgress() : _to(0.0f) , _from(0.0f) , _sceneToBeModified(NULL) { } CCTransitionProgress* CCTransitionProgress::create(float t, CCScene* scene) { CCTransitionProgress* pScene = new CCTransitionProgress(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } // CCTransitionProgress void CCTransitionProgress::onEnter() { CCTransitionScene::onEnter(); setupTransition(); // create a transparent color layer // in which we are going to add our rendertextures CCSize size = CCDirector::sharedDirector()->getWinSize(); // create the second render texture for outScene CCRenderTexture *texture = CCRenderTexture::create((int)size.width, (int)size.height); texture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f)); texture->setPosition(ccp(size.width/2, size.height/2)); texture->setAnchorPoint(ccp(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. CCProgressTimer *pNode = progressTimerNodeWithRenderTexture(texture); // create the blend action CCActionInterval* layerAction = (CCActionInterval*)CCSequence::create( CCProgressFromTo::create(_duration, _from, _to), CCCallFunc::create(this, callfunc_selector(CCTransitionProgress::finish)), NULL); // run the blend action pNode->runAction(layerAction); // add the layer (which contains our two rendertextures) to the scene addChild(pNode, 2, kCCSceneRadial); } // clean up on exit void CCTransitionProgress::onExit() { // remove our layer and release all containing objects removeChildByTag(kCCSceneRadial, true); CCTransitionScene::onExit(); } void CCTransitionProgress::sceneOrder() { _isInSceneOnTop = false; } void CCTransitionProgress::setupTransition() { _sceneToBeModified = _outScene; _from = 100; _to = 0; } CCProgressTimer* CCTransitionProgress::progressTimerNodeWithRenderTexture(CCRenderTexture* texture) { CCAssert(false, "override me - abstract class"); return NULL; } // CCTransitionProgressRadialCCW CCProgressTimer* CCTransitionProgressRadialCCW::progressTimerNodeWithRenderTexture(CCRenderTexture* texture) { CCSize size = CCDirector::sharedDirector()->getWinSize(); CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType(kCCProgressTimerTypeRadial); // Return the radial type that we want to use pNode->setReverseDirection(false); pNode->setPercentage(100); pNode->setPosition(ccp(size.width/2, size.height/2)); pNode->setAnchorPoint(ccp(0.5f,0.5f)); return pNode; } CCTransitionProgressRadialCCW* CCTransitionProgressRadialCCW::create(float t, CCScene* scene) { CCTransitionProgressRadialCCW* pScene = new CCTransitionProgressRadialCCW(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } // CCTransitionProgressRadialCW CCTransitionProgressRadialCW* CCTransitionProgressRadialCW::create(float t, CCScene* scene) { CCTransitionProgressRadialCW* pScene = new CCTransitionProgressRadialCW(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } CCProgressTimer* CCTransitionProgressRadialCW::progressTimerNodeWithRenderTexture(CCRenderTexture* texture) { CCSize size = CCDirector::sharedDirector()->getWinSize(); CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType( kCCProgressTimerTypeRadial ); // Return the radial type that we want to use pNode->setReverseDirection(true); pNode->setPercentage(100); pNode->setPosition(ccp(size.width/2, size.height/2)); pNode->setAnchorPoint(ccp(0.5f,0.5f)); return pNode; } // CCTransitionProgressHorizontal CCTransitionProgressHorizontal* CCTransitionProgressHorizontal::create(float t, CCScene* scene) { CCTransitionProgressHorizontal* pScene = new CCTransitionProgressHorizontal(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } CCProgressTimer* CCTransitionProgressHorizontal::progressTimerNodeWithRenderTexture(CCRenderTexture* texture) { CCSize size = CCDirector::sharedDirector()->getWinSize(); CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType( kCCProgressTimerTypeBar); pNode->setMidpoint(ccp(1, 0)); pNode->setBarChangeRate(ccp(1,0)); pNode->setPercentage(100); pNode->setPosition(ccp(size.width/2, size.height/2)); pNode->setAnchorPoint(ccp(0.5f,0.5f)); return pNode; } // CCTransitionProgressVertical CCTransitionProgressVertical* CCTransitionProgressVertical::create(float t, CCScene* scene) { CCTransitionProgressVertical* pScene = new CCTransitionProgressVertical(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } CCProgressTimer* CCTransitionProgressVertical::progressTimerNodeWithRenderTexture(CCRenderTexture* texture) { CCSize size = CCDirector::sharedDirector()->getWinSize(); CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType(kCCProgressTimerTypeBar); pNode->setMidpoint(ccp(0, 0)); pNode->setBarChangeRate(ccp(0,1)); pNode->setPercentage(100); pNode->setPosition(ccp(size.width/2, size.height/2)); pNode->setAnchorPoint(ccp(0.5f,0.5f)); return pNode; } // CCTransitionProgressInOut CCTransitionProgressInOut* CCTransitionProgressInOut::create(float t, CCScene* scene) { CCTransitionProgressInOut* pScene = new CCTransitionProgressInOut(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } void CCTransitionProgressInOut::sceneOrder() { _isInSceneOnTop = false; } void CCTransitionProgressInOut::setupTransition() { _sceneToBeModified = _inScene; _from = 0; _to = 100; } CCProgressTimer* CCTransitionProgressInOut::progressTimerNodeWithRenderTexture(CCRenderTexture* texture) { CCSize size = CCDirector::sharedDirector()->getWinSize(); CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType( kCCProgressTimerTypeBar); pNode->setMidpoint(ccp(0.5f, 0.5f)); pNode->setBarChangeRate(ccp(1, 1)); pNode->setPercentage(0); pNode->setPosition(ccp(size.width/2, size.height/2)); pNode->setAnchorPoint(ccp(0.5f,0.5f)); return pNode; } // CCTransitionProgressOutIn CCTransitionProgressOutIn* CCTransitionProgressOutIn::create(float t, CCScene* scene) { CCTransitionProgressOutIn* pScene = new CCTransitionProgressOutIn(); if(pScene && pScene->initWithDuration(t, scene)) { pScene->autorelease(); return pScene; } CC_SAFE_DELETE(pScene); return NULL; } CCProgressTimer* CCTransitionProgressOutIn::progressTimerNodeWithRenderTexture(CCRenderTexture* texture) { CCSize size = CCDirector::sharedDirector()->getWinSize(); CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite()); // but it is flipped upside down so we flip the sprite pNode->getSprite()->setFlipY(true); pNode->setType( kCCProgressTimerTypeBar ); pNode->setMidpoint(ccp(0.5f, 0.5f)); pNode->setBarChangeRate(ccp(1, 1)); pNode->setPercentage(100); pNode->setPosition(ccp(size.width/2, size.height/2)); pNode->setAnchorPoint(ccp(0.5f,0.5f)); return pNode; } NS_CC_END