mirror of https://github.com/axmolengine/axmol.git
334 lines
9.9 KiB
C++
334 lines
9.9 KiB
C++
/****************************************************************************
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Copyright (c) 2009 Lam Pham
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2012 Ricardo Quesada
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axis-project.github.io/
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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 "2d/CCTransitionProgress.h"
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#include "base/CCDirector.h"
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#include "2d/CCRenderTexture.h"
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#include "2d/CCProgressTimer.h"
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#include "2d/CCActionInstant.h"
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#include "2d/CCActionProgressTimer.h"
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NS_AX_BEGIN
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enum
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{
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kSceneRadial = 0xc001,
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};
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TransitionProgress::TransitionProgress() : _to(0.0f), _from(0.0f), _sceneToBeModified(nullptr) {}
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TransitionProgress* TransitionProgress::create(float t, Scene* scene)
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{
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TransitionProgress* newScene = new TransitionProgress();
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if (newScene->initWithDuration(t, scene))
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{
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newScene->autorelease();
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return newScene;
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}
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AX_SAFE_DELETE(newScene);
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return nullptr;
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}
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// TransitionProgress
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void TransitionProgress::onEnter()
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{
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TransitionScene::onEnter();
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setupTransition();
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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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auto& size = _director->getWinSize();
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// create the second render texture for outScene
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RenderTexture* texture = RenderTexture::create((int)size.width, (int)size.height, backend::PixelFormat::RGBA8,
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backend::PixelFormat::D24S8);
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texture->getSprite()->setAnchorPoint(Vec2(0.5f, 0.5f));
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texture->setPosition(size.width / 2, size.height / 2);
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texture->setAnchorPoint(Vec2(0.5f, 0.5f));
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// render outScene to its texturebuffer
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texture->beginWithClear(0, 0, 0, 1);
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_sceneToBeModified->visit();
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texture->end();
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// Since we've passed the outScene to the texture we don't need it.
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if (_sceneToBeModified == _outScene)
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{
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hideOutShowIn();
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}
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// We need the texture in RenderTexture.
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ProgressTimer* node = progressTimerNodeWithRenderTexture(texture);
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// create the blend action
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auto layerAction = Sequence::create(ProgressFromTo::create(_duration, _from, _to),
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CallFunc::create(AX_CALLBACK_0(TransitionScene::finish, this)), nullptr);
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// run the blend action
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node->runAction(layerAction);
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// add the layer (which contains our two rendertextures) to the scene
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addChild(node, 2, kSceneRadial);
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}
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// clean up on exit
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void TransitionProgress::onExit()
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{
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// remove our layer and release all containing objects
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removeChildByTag(kSceneRadial, true);
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TransitionScene::onExit();
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}
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void TransitionProgress::sceneOrder()
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{
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_isInSceneOnTop = false;
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}
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void TransitionProgress::setupTransition()
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{
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_sceneToBeModified = _outScene;
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_from = 100;
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_to = 0;
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}
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ProgressTimer* TransitionProgress::progressTimerNodeWithRenderTexture(RenderTexture* /*texture*/)
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{
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AXASSERT(false, "override me - abstract class");
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return nullptr;
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}
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// TransitionProgressRadialCCW
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ProgressTimer* TransitionProgressRadialCCW::progressTimerNodeWithRenderTexture(RenderTexture* texture)
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{
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auto& size = _director->getWinSize();
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ProgressTimer* node = ProgressTimer::create(texture->getSprite());
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// but it is flipped upside down so we flip the sprite
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// node->getSprite()->setFlippedY(true);
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node->setType(ProgressTimer::Type::RADIAL);
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// Return the radial type that we want to use
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node->setReverseDirection(false);
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node->setPercentage(100);
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node->setPosition(size.width / 2, size.height / 2);
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node->setAnchorPoint(Vec2(0.5f, 0.5f));
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return node;
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}
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TransitionProgressRadialCCW* TransitionProgressRadialCCW::create(float t, Scene* scene)
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{
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TransitionProgressRadialCCW* newScene = new TransitionProgressRadialCCW();
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if (newScene->initWithDuration(t, scene))
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{
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newScene->autorelease();
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return newScene;
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}
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AX_SAFE_DELETE(newScene);
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return nullptr;
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}
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// TransitionProgressRadialCW
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TransitionProgressRadialCW* TransitionProgressRadialCW::create(float t, Scene* scene)
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{
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TransitionProgressRadialCW* newScene = new TransitionProgressRadialCW();
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if (newScene->initWithDuration(t, scene))
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{
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newScene->autorelease();
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return newScene;
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}
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AX_SAFE_DELETE(newScene);
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return nullptr;
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}
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ProgressTimer* TransitionProgressRadialCW::progressTimerNodeWithRenderTexture(RenderTexture* texture)
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{
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auto& size = _director->getWinSize();
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ProgressTimer* node = ProgressTimer::create(texture->getSprite());
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// but it is flipped upside down so we flip the sprite
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// node->getSprite()->setFlippedY(true);
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node->setType(ProgressTimer::Type::RADIAL);
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// Return the radial type that we want to use
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node->setReverseDirection(true);
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node->setPercentage(100);
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node->setPosition(size.width / 2, size.height / 2);
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node->setAnchorPoint(Vec2(0.5f, 0.5f));
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return node;
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}
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// TransitionProgressHorizontal
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TransitionProgressHorizontal* TransitionProgressHorizontal::create(float t, Scene* scene)
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{
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TransitionProgressHorizontal* newScene = new TransitionProgressHorizontal();
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if (newScene->initWithDuration(t, scene))
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{
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newScene->autorelease();
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return newScene;
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}
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AX_SAFE_DELETE(newScene);
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return nullptr;
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}
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ProgressTimer* TransitionProgressHorizontal::progressTimerNodeWithRenderTexture(RenderTexture* texture)
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{
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auto& size = _director->getWinSize();
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ProgressTimer* node = ProgressTimer::create(texture->getSprite());
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// but it is flipped upside down so we flip the sprite
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// node->getSprite()->setFlippedY(true);
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node->setType(ProgressTimer::Type::BAR);
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node->setMidpoint(Vec2(1, 0));
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node->setBarChangeRate(Vec2(1, 0));
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node->setPercentage(100);
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node->setPosition(size.width / 2, size.height / 2);
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node->setAnchorPoint(Vec2(0.5f, 0.5f));
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return node;
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}
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// TransitionProgressVertical
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TransitionProgressVertical* TransitionProgressVertical::create(float t, Scene* scene)
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{
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TransitionProgressVertical* newScene = new TransitionProgressVertical();
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if (newScene->initWithDuration(t, scene))
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{
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newScene->autorelease();
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return newScene;
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}
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AX_SAFE_DELETE(newScene);
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return nullptr;
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}
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ProgressTimer* TransitionProgressVertical::progressTimerNodeWithRenderTexture(RenderTexture* texture)
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{
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auto& size = _director->getWinSize();
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ProgressTimer* node = ProgressTimer::create(texture->getSprite());
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// but it is flipped upside down so we flip the sprite
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// node->getSprite()->setFlippedY(true);
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node->setType(ProgressTimer::Type::BAR);
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node->setMidpoint(Vec2(0, 0));
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node->setBarChangeRate(Vec2(0, 1));
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node->setPercentage(100);
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node->setPosition(size.width / 2, size.height / 2);
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node->setAnchorPoint(Vec2(0.5f, 0.5f));
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return node;
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}
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// TransitionProgressInOut
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TransitionProgressInOut* TransitionProgressInOut::create(float t, Scene* scene)
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{
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TransitionProgressInOut* newScene = new TransitionProgressInOut();
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if (newScene->initWithDuration(t, scene))
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{
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newScene->autorelease();
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return newScene;
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}
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AX_SAFE_DELETE(newScene);
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return nullptr;
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}
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void TransitionProgressInOut::sceneOrder()
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{
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_isInSceneOnTop = false;
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}
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void TransitionProgressInOut::setupTransition()
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{
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_sceneToBeModified = _inScene;
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_from = 0;
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_to = 100;
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}
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ProgressTimer* TransitionProgressInOut::progressTimerNodeWithRenderTexture(RenderTexture* texture)
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{
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auto& size = _director->getWinSize();
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ProgressTimer* node = ProgressTimer::create(texture->getSprite());
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// but it is flipped upside down so we flip the sprite
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// node->getSprite()->setFlippedY(true);
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node->setType(ProgressTimer::Type::BAR);
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node->setMidpoint(Vec2(0.5f, 0.5f));
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node->setBarChangeRate(Vec2(1, 1));
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node->setPercentage(0);
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node->setPosition(size.width / 2, size.height / 2);
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node->setAnchorPoint(Vec2(0.5f, 0.5f));
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return node;
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}
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// TransitionProgressOutIn
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TransitionProgressOutIn* TransitionProgressOutIn::create(float t, Scene* scene)
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{
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TransitionProgressOutIn* newScene = new TransitionProgressOutIn();
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if (newScene->initWithDuration(t, scene))
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{
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newScene->autorelease();
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return newScene;
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}
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AX_SAFE_DELETE(newScene);
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return nullptr;
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}
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ProgressTimer* TransitionProgressOutIn::progressTimerNodeWithRenderTexture(RenderTexture* texture)
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{
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auto& size = _director->getWinSize();
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ProgressTimer* node = ProgressTimer::create(texture->getSprite());
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// but it is flipped upside down so we flip the sprite
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// node->getSprite()->setFlippedY(true);
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node->setType(ProgressTimer::Type::BAR);
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node->setMidpoint(Vec2(0.5f, 0.5f));
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node->setBarChangeRate(Vec2(1, 1));
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node->setPercentage(100);
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node->setPosition(size.width / 2, size.height / 2);
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node->setAnchorPoint(Vec2(0.5f, 0.5f));
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return node;
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}
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NS_AX_END
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