mirror of https://github.com/axmolengine/axmol.git
119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCRadialTransition.h"
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//#import "CCDirector.h"
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//#import "CCRadialTransition.h"
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//#import "CCRenderTexture.h"
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//#import "CCLayer.h"
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//#import "CCInstantAction.h"
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//#import "Support/CGPointExtension.h"
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enum {
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kSceneRadial = 0xc001,
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};
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CCRadialCCWTransition::CCRadialCCWTransition()
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{
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}
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CCRadialCCWTransition::~CCRadialCCWTransition()
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{
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}
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void CCRadialCCWTransition::sceneOrder()
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{
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m_bIsInSceneOnTop = false;
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}
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/** @todo no declare in .h
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-(CCProgressTimerType) radialType
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{
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return kCCProgressTimerTypeRadialCCW;
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}*/
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void CCRadialCCWTransition::onEnter()
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{
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/** @todo
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[super onEnter];
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// create a transparent color layer
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// in which we are going to add our rendertextures
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CGSize size = [[CCDirector sharedDirector] winSize];
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// create the second render texture for outScene
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CCRenderTexture *outTexture = [CCRenderTexture renderTextureWithWidth:size.width height:size.height];
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outTexture.sprite.anchorPoint= ccp(0.5f,0.5f);
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outTexture.position = ccp(size.width/2, size.height/2);
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outTexture.anchorPoint = ccp(0.5f,0.5f);
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// render outScene to its texturebuffer
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[outTexture clear:0 g:0 b:0 a:1];
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[outTexture begin];
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[outScene visit];
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[outTexture end];
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// Since we've passed the outScene to the texture we don't need it.
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[self hideOutShowIn];
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// We need the texture in RenderTexture.
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CCProgressTimer *outNode = [CCProgressTimer progressWithTexture:outTexture.sprite.texture];
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// but it's flipped upside down so we flip the sprite
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outNode.sprite.flipY = YES;
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// Return the radial type that we want to use
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outNode.type = [self radialType];
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outNode.percentage = 100.f;
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outNode.position = ccp(size.width/2, size.height/2);
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outNode.anchorPoint = ccp(0.5f,0.5f);
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// create the blend action
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CCIntervalAction * layerAction = [CCSequence actions:
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[CCProgressFromTo actionWithDuration:duration from:100.f to:0.f],
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[CCCallFunc actionWithTarget:self selector:@selector(finish)],
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nil ];
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// run the blend action
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[outNode runAction: layerAction];
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// add the layer (which contains our two rendertextures) to the scene
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[self addChild: outNode z:2 tag:kSceneRadial];*/
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}
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// clean up on exit
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void CCRadialCCWTransition::onExit()
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{
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// remove our layer and release all containing objects
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this->removeChildByTag(kSceneRadial, false);
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__super::onExit();
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}
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/** @todo no declare in .h
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-(CCProgressTimerType) radialType
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{
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return kCCProgressTimerTypeRadialCW;
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}*/
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