axmol/cocos2dx/layers_scenes_transitions_n.../CCTransition.cpp

1409 lines
32 KiB
C++

/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
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 "CGPointExtension.h"
#include "CCDirector.h"
#include "CCTouchDispatcher.h"
#include "CCIntervalAction.h"
#include "CCInstantAction.h"
#include "CCEaseAction.h"
#include "CCCameraAction.h"
#include "CCLayer.h"
#include "CCGridAction.h"
#include "CCRenderTexture.h"
#include "CCTiledGridAction.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;}\
CCX_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;
}
CCX_SAFE_DELETE(pScene);
return NULL;
}
bool CCTransitionScene::initWithDuration(ccTime t, CCScene *scene)
{
NSAssert( 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;
NSAssert( 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)
{
// [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
//
CCOrientedTransitionScene::CCOrientedTransitionScene()
{
}
CCOrientedTransitionScene::~CCOrientedTransitionScene()
{
}
CCOrientedTransitionScene * CCOrientedTransitionScene::transitionWithDuration(ccTime t, CCScene *scene, tOrientation orientation)
{
CCOrientedTransitionScene * pScene = new CCOrientedTransitionScene();
pScene->initWithDuration(t,scene,orientation);
pScene->autorelease();
return pScene;
}
bool CCOrientedTransitionScene::initWithDuration(ccTime t, CCScene *scene, tOrientation orientation)
{
if ( CCTransitionScene::initWithDuration(t, scene) )
{
m_eOrientation = orientation;
}
return true;
}
//
// RotoZoom
//
CCRotoZoomTransition::CCRotoZoomTransition()
{
}
CCRotoZoomTransition::~CCRotoZoomTransition()
{
}
void CCRotoZoomTransition:: 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));
CCIntervalAction *rotozoom = (CCIntervalAction*)(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(CCRotoZoomTransition)
//
// JumpZoom
//
CCJumpZoomTransition::CCJumpZoomTransition()
{
}
CCJumpZoomTransition::~CCJumpZoomTransition()
{
}
void CCJumpZoomTransition::onEnter()
{
CCTransitionScene::onEnter();
CGSize 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));
CCIntervalAction *jump = CCJumpBy::actionWithDuration(m_fDuration/4, ccp(-s.width,0), s.width/4, 2);
CCIntervalAction *scaleIn = CCScaleTo::actionWithDuration(m_fDuration/4, 1.0f);
CCIntervalAction *scaleOut = CCScaleTo::actionWithDuration(m_fDuration/4, 0.5f);
CCIntervalAction *jumpZoomOut = (CCIntervalAction*)(CCSequence::actions(scaleOut, jump, NULL));
CCIntervalAction *jumpZoomIn = (CCIntervalAction*)(CCSequence::actions(jump, scaleIn, NULL));
CCIntervalAction *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(CCJumpZoomTransition)
//
// MoveInL
//
CCMoveInLTransition::CCMoveInLTransition()
{
}
CCMoveInLTransition::~CCMoveInLTransition()
{
}
void CCMoveInLTransition::onEnter()
{
CCTransitionScene::onEnter();
this->initScenes();
CCIntervalAction *a = this->action();
m_pInScene->runAction
(
CCSequence::actions
(
this->easeActionWithAction(a),
CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
NULL
)
);
}
CCIntervalAction* CCMoveInLTransition::action()
{
return CCMoveTo::actionWithDuration(m_fDuration, ccp(0,0));
}
CCIntervalAction* CCMoveInLTransition::easeActionWithAction(CCIntervalAction* action)
{
return CCEaseOut::actionWithAction(action, 2.0f);
// return [EaseElasticOut actionWithAction:action period:0.4f];
}
void CCMoveInLTransition::initScenes()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
m_pInScene->setPosition( ccp(-s.width,0) );
}
IMPLEMENT_TRANSITIONWITHDURATION(CCMoveInLTransition)
//
// MoveInR
//
CCMoveInRTransition::CCMoveInRTransition()
{
}
CCMoveInRTransition::~CCMoveInRTransition()
{
}
void CCMoveInRTransition::initScenes()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
m_pInScene->setPosition( ccp(s.width,0) );
}
IMPLEMENT_TRANSITIONWITHDURATION(CCMoveInRTransition)
//
// MoveInT
//
CCMoveInTTransition::CCMoveInTTransition()
{
}
CCMoveInTTransition::~CCMoveInTTransition()
{
}
void CCMoveInTTransition::initScenes()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
m_pInScene->setPosition( ccp(0,s.height) );
}
IMPLEMENT_TRANSITIONWITHDURATION(CCMoveInTTransition)
//
// MoveInB
//
CCMoveInBTransition::CCMoveInBTransition()
{
}
CCMoveInBTransition::~CCMoveInBTransition()
{
}
void CCMoveInBTransition::initScenes()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
m_pInScene->setPosition( ccp(0,-s.height) );
}
IMPLEMENT_TRANSITIONWITHDURATION(CCMoveInBTransition)
//
// 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
CCSlideInLTransition::CCSlideInLTransition()
{
}
CCSlideInLTransition::~CCSlideInLTransition()
{
}
void CCSlideInLTransition::onEnter()
{
CCTransitionScene::onEnter();
this->initScenes();
CCIntervalAction *in = this->action();
CCIntervalAction *out = this->action();
CCIntervalAction* inAction = easeActionWithAction(in);
CCIntervalAction* outAction = (CCIntervalAction*)CCSequence::actions
(
easeActionWithAction(out),
CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
NULL
);
m_pInScene->runAction(inAction);
m_pOutScene->runAction(outAction);
}
void CCSlideInLTransition::sceneOrder()
{
m_bIsInSceneOnTop = false;
}
void CCSlideInLTransition:: initScenes()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
m_pInScene->setPosition( ccp(-(s.width-ADJUST_FACTOR),0) );
}
CCIntervalAction* CCSlideInLTransition::action()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
return CCMoveBy::actionWithDuration(m_fDuration, ccp(s.width-ADJUST_FACTOR,0));
}
CCIntervalAction* CCSlideInLTransition::easeActionWithAction(CCIntervalAction* action)
{
return CCEaseOut::actionWithAction(action, 2.0f);
// return [EaseElasticOut actionWithAction:action period:0.4f];
}
IMPLEMENT_TRANSITIONWITHDURATION(CCSlideInLTransition)
//
// SlideInR
//
CCSlideInRTransition::CCSlideInRTransition()
{
}
CCSlideInRTransition::~CCSlideInRTransition()
{
}
void CCSlideInRTransition::sceneOrder()
{
m_bIsInSceneOnTop = true;
}
void CCSlideInRTransition::initScenes()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
m_pInScene->setPosition( ccp(s.width-ADJUST_FACTOR,0) );
}
CCIntervalAction* CCSlideInRTransition:: action()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
return CCMoveBy::actionWithDuration(m_fDuration, ccp(-(s.width-ADJUST_FACTOR),0));
}
IMPLEMENT_TRANSITIONWITHDURATION(CCSlideInRTransition)
//
// SlideInT
//
CCSlideInTTransition::CCSlideInTTransition()
{
}
CCSlideInTTransition::~CCSlideInTTransition()
{
}
void CCSlideInTTransition::sceneOrder()
{
m_bIsInSceneOnTop = false;
}
void CCSlideInTTransition::initScenes()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
m_pInScene->setPosition( ccp(0,s.height-ADJUST_FACTOR) );
}
CCIntervalAction* CCSlideInTTransition::action()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
return CCMoveBy::actionWithDuration(m_fDuration, ccp(0,-(s.height-ADJUST_FACTOR)));
}
IMPLEMENT_TRANSITIONWITHDURATION(CCSlideInTTransition)
//
// SlideInB
//
CCSlideInBTransition::CCSlideInBTransition()
{
}
CCSlideInBTransition::~CCSlideInBTransition()
{
}
void CCSlideInBTransition::sceneOrder()
{
m_bIsInSceneOnTop = true;
}
void CCSlideInBTransition:: initScenes()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
m_pInScene->setPosition( ccp(0,-(s.height-ADJUST_FACTOR)) );
}
CCIntervalAction* CCSlideInBTransition:: action()
{
CGSize s = CCDirector::sharedDirector()->getWinSize();
return CCMoveBy::actionWithDuration(m_fDuration, ccp(0,s.height-ADJUST_FACTOR));
}
IMPLEMENT_TRANSITIONWITHDURATION(CCSlideInBTransition)
//
// ShrinkGrow Transition
//
CCShrinkGrowTransition::CCShrinkGrowTransition()
{
}
CCShrinkGrowTransition::~CCShrinkGrowTransition()
{
}
void CCShrinkGrowTransition::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));
CCIntervalAction* scaleOut = CCScaleTo::actionWithDuration(m_fDuration, 0.01f);
CCIntervalAction* 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
)
);
}
CCIntervalAction* CCShrinkGrowTransition:: easeActionWithAction(CCIntervalAction* action)
{
return CCEaseOut::actionWithAction(action, 2.0f);
// return [EaseElasticOut actionWithAction:action period:0.3f];
}
IMPLEMENT_TRANSITIONWITHDURATION(CCShrinkGrowTransition)
//
// FlipX Transition
//
CCFlipXTransition::CCFlipXTransition()
{
}
CCFlipXTransition::~CCFlipXTransition()
{
}
void CCFlipXTransition::onEnter()
{
CCOrientedTransitionScene::onEnter();
CCIntervalAction *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 = (CCIntervalAction*)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 = (CCIntervalAction *)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);
}
CCFlipXTransition* CCFlipXTransition::transitionWithDuration(ccTime t, CCScene* s, tOrientation o)
{
CCFlipXTransition* pScene = new CCFlipXTransition();
pScene->initWithDuration(t, s, o);
pScene->autorelease();
return pScene;
}
//
// FlipY Transition
//
CCFlipYTransition::CCFlipYTransition()
{
}
CCFlipYTransition::~CCFlipYTransition()
{
}
void CCFlipYTransition::onEnter()
{
CCOrientedTransitionScene::onEnter();
CCIntervalAction *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 = (CCIntervalAction*)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 = (CCIntervalAction*)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);
}
CCFlipYTransition* CCFlipYTransition::transitionWithDuration(ccTime t, CCScene* s, tOrientation o)
{
CCFlipYTransition* pScene = new CCFlipYTransition();
pScene->initWithDuration(t, s, o);
pScene->autorelease();
return pScene;
}
//
// FlipAngular Transition
//
CCFlipAngularTransition::CCFlipAngularTransition()
{
}
CCFlipAngularTransition::~CCFlipAngularTransition()
{
}
void CCFlipAngularTransition::onEnter()
{
CCOrientedTransitionScene::onEnter();
CCIntervalAction *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 = (CCIntervalAction *)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 = (CCIntervalAction *)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);
}
CCFlipAngularTransition* CCFlipAngularTransition::transitionWithDuration(ccTime t, CCScene* s, tOrientation o)
{
CCFlipAngularTransition* pScene = new CCFlipAngularTransition();
pScene->initWithDuration(t, s, o);
pScene->autorelease();
return pScene;
}
//
// ZoomFlipX Transition
//
CCZoomFlipXTransition::CCZoomFlipXTransition()
{
}
CCZoomFlipXTransition::~CCZoomFlipXTransition()
{
}
void CCZoomFlipXTransition::onEnter()
{
CCOrientedTransitionScene::onEnter();
CCIntervalAction *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 = (CCIntervalAction *)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 = (CCIntervalAction *)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);
}
CCZoomFlipXTransition* CCZoomFlipXTransition::transitionWithDuration(ccTime t, CCScene* s, tOrientation o)
{
CCZoomFlipXTransition* pScene = new CCZoomFlipXTransition();
pScene->initWithDuration(t, s, o);
pScene->autorelease();
return pScene;
}
//
// ZoomFlipY Transition
//
CCZoomFlipYTransition::CCZoomFlipYTransition()
{
}
CCZoomFlipYTransition::~CCZoomFlipYTransition()
{
}
void CCZoomFlipYTransition::onEnter()
{
CCOrientedTransitionScene::onEnter();
CCIntervalAction *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 = (CCIntervalAction *)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 = (CCIntervalAction *)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);
}
CCZoomFlipYTransition* CCZoomFlipYTransition::transitionWithDuration(ccTime t, CCScene* s, tOrientation o)
{
CCZoomFlipYTransition* pScene = new CCZoomFlipYTransition();
pScene->initWithDuration(t, s, o);
pScene->autorelease();
return pScene;
}
//
// ZoomFlipAngular Transition
//
CCZoomFlipAngularTransition::CCZoomFlipAngularTransition()
{
}
CCZoomFlipAngularTransition::~CCZoomFlipAngularTransition()
{
}
void CCZoomFlipAngularTransition::onEnter()
{
CCOrientedTransitionScene::onEnter();
CCIntervalAction *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 = (CCIntervalAction *)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 = (CCIntervalAction *)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);
}
CCZoomFlipAngularTransition* CCZoomFlipAngularTransition::transitionWithDuration(ccTime t, CCScene* s, tOrientation o)
{
CCZoomFlipAngularTransition* pScene = new CCZoomFlipAngularTransition();
pScene->initWithDuration(t, s, o);
pScene->autorelease();
return pScene;
}
//
// Fade Transition
//
CCFadeTransition::CCFadeTransition()
{
}
CCFadeTransition::~CCFadeTransition()
{
}
CCFadeTransition * CCFadeTransition::transitionWithDuration(ccTime duration, CCScene *scene, ccColor3B color)
{
CCFadeTransition * pTransition = new CCFadeTransition();
pTransition->initWithDuration(duration, scene, color);
pTransition->autorelease();
return pTransition;
}
bool CCFadeTransition::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;
}
return true;
}
bool CCFadeTransition::initWithDuration(ccTime t, CCScene *scene)
{
this->initWithDuration(t, scene, ccBLACK);
return true;
}
void CCFadeTransition :: onEnter()
{
CCTransitionScene::onEnter();
CCColorLayer* l = CCColorLayer::layerWithColor(m_tColor);
m_pInScene->setIsVisible(false);
addChild(l, 2, kSceneFade);
CCNode* f = getChildByTag(kSceneFade);
CCIntervalAction* a = (CCIntervalAction *)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 CCFadeTransition::onExit()
{
CCTransitionScene::onExit();
this->removeChildByTag(kSceneFade, false);
}
//
// Cross Fade Transition
//
CCCrossFadeTransition::CCCrossFadeTransition()
{
}
CCCrossFadeTransition::~CCCrossFadeTransition()
{
}
void CCCrossFadeTransition:: draw()
{
// override draw since both scenes (textures) are rendered in 1 scene
}
void CCCrossFadeTransition::onEnter()
{
CCTransitionScene::onEnter();
// create a transparent color layer
// in which we are going to add our rendertextures
ccColor4B color = {0,0,0,0};
CGSize size = CCDirector::sharedDirector()->getWinSize();
CCColorLayer* layer = CCColorLayer::layerWithColor(color);
// create the first render texture for inScene
CCRenderTexture* inTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);
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 CCCrossFadeTransition::onExit()
{
// remove our layer and release all containing objects
this->removeChildByTag(kSceneFade, false);
CCTransitionScene::onExit();
}
CCCrossFadeTransition* CCCrossFadeTransition::transitionWithDuration(ccTime d, CCScene* s)
{
CCCrossFadeTransition* Transition = new CCCrossFadeTransition();
Transition->initWithDuration(d, s);
Transition->autorelease();
return Transition;
}
//
// TurnOffTilesTransition
//
CCTurnOffTilesTransition::CCTurnOffTilesTransition()
{
}
CCTurnOffTilesTransition::~CCTurnOffTilesTransition()
{
}
// override addScenes, and change the order
void CCTurnOffTilesTransition::sceneOrder()
{
m_bIsInSceneOnTop = false;
}
void CCTurnOffTilesTransition::onEnter()
{
CCTransitionScene::onEnter();
CGSize 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);
CCIntervalAction* action = easeActionWithAction(toff);
m_pOutScene->runAction
(
CCSequence::actions
(
action,
CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
CCStopGrid::action(),
NULL
)
);
}
CCIntervalAction* CCTurnOffTilesTransition:: easeActionWithAction(CCIntervalAction* action)
{
return action;
}
IMPLEMENT_TRANSITIONWITHDURATION(CCTurnOffTilesTransition)
//
// SplitCols Transition
//
CCSplitColsTransition::CCSplitColsTransition()
{
}
CCSplitColsTransition::~CCSplitColsTransition()
{
}
void CCSplitColsTransition::onEnter()
{
CCTransitionScene::onEnter();
m_pInScene->setIsVisible(false);
CCIntervalAction* split = action();
CCIntervalAction* seq = (CCIntervalAction*)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
)
);
}
CCIntervalAction* CCSplitColsTransition:: action()
{
return CCSplitCols::actionWithCols(3, m_fDuration/2.0f);
}
CCIntervalAction* CCSplitColsTransition::easeActionWithAction(CCIntervalAction * action)
{
return CCEaseInOut::actionWithAction(action, 3.0f);
}
IMPLEMENT_TRANSITIONWITHDURATION(CCSplitColsTransition)
//
// SplitRows Transition
//
CCSplitRowsTransition::CCSplitRowsTransition()
{
}
CCSplitRowsTransition::~CCSplitRowsTransition()
{
}
CCIntervalAction* CCSplitRowsTransition::action()
{
return CCSplitRows::actionWithRows(3, m_fDuration/2.0f);
}
IMPLEMENT_TRANSITIONWITHDURATION(CCSplitRowsTransition)
//
// FadeTR Transition
//
CCFadeTRTransition::CCFadeTRTransition()
{
}
CCFadeTRTransition::~CCFadeTRTransition()
{
}
void CCFadeTRTransition::sceneOrder()
{
m_bIsInSceneOnTop = false;
}
void CCFadeTRTransition::onEnter()
{
CCTransitionScene::onEnter();
CGSize s = CCDirector::sharedDirector()->getWinSize();
float aspect = s.width / s.height;
int x = (int)(12 * aspect);
int y = 12;
CCIntervalAction* action = actionWithSize(ccg(x,y));
m_pOutScene->runAction
(
CCSequence::actions
(
easeActionWithAction(action),
CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
CCStopGrid::action(),
NULL
)
);
}
CCIntervalAction* CCFadeTRTransition::actionWithSize(ccGridSize size)
{
return CCFadeOutTRTiles::actionWithSize(size, m_fDuration);
}
CCIntervalAction* CCFadeTRTransition:: easeActionWithAction(CCIntervalAction* action)
{
return action;
}
IMPLEMENT_TRANSITIONWITHDURATION(CCFadeTRTransition)
//
// FadeBL Transition
//
CCFadeBLTransition::CCFadeBLTransition()
{
}
CCFadeBLTransition::~CCFadeBLTransition()
{
}
CCIntervalAction* CCFadeBLTransition::actionWithSize(ccGridSize size)
{
return CCFadeOutBLTiles::actionWithSize(size, m_fDuration);
}
IMPLEMENT_TRANSITIONWITHDURATION(CCFadeBLTransition)
//
// FadeUp Transition
//
CCFadeUpTransition::CCFadeUpTransition()
{
}
CCFadeUpTransition::~CCFadeUpTransition()
{
}
CCIntervalAction* CCFadeUpTransition::actionWithSize(ccGridSize size)
{
return CCFadeOutUpTiles::actionWithSize(size, m_fDuration);
}
IMPLEMENT_TRANSITIONWITHDURATION(CCFadeUpTransition)
//
// FadeDown Transition
//
CCFadeDownTransition::CCFadeDownTransition()
{
}
CCFadeDownTransition::~CCFadeDownTransition()
{
}
CCIntervalAction* CCFadeDownTransition::actionWithSize(ccGridSize size)
{
return CCFadeOutDownTiles::actionWithSize(size, m_fDuration);
}
IMPLEMENT_TRANSITIONWITHDURATION(CCFadeDownTransition)
}//namespace cocos2d