mirror of https://github.com/axmolengine/axmol.git
134 lines
4.2 KiB
C++
134 lines
4.2 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 "CCTransitionRadial.h"
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#include "CCDirector.h"
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#include "CCRenderTexture.h"
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#include "CCActionInstant.h"
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#include "CCActionProgressTimer.h"
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#include "CGPointExtension.h"
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namespace cocos2d {
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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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void CCTransitionRadialCCW::sceneOrder()
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{
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m_bIsInSceneOnTop = false;
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}
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CCProgressTimerType CCTransitionRadialCCW::radialType()
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{
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return kCCProgressTimerTypeRadialCCW;
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}
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void CCTransitionRadialCCW::onEnter()
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{
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CCTransitionScene::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()->getWinSize();
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// create the second render texture for outScene
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CCRenderTexture *outTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);
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outTexture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
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outTexture->setPosition(ccp(size.width/2, size.height/2));
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outTexture->setAnchorPoint(ccp(0.5f,0.5f));
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// render outScene to its texturebuffer
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outTexture->clear(0,0,0,1);
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outTexture->begin();
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m_pOutScene->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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this->hideOutShowIn();
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// We need the texture in RenderTexture.
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CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(outTexture->getSprite()->getTexture());
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// but it's flipped upside down so we flip the sprite
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outNode->getSprite()->setFlipY(true);
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// Return the radial type that we want to use
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outNode->setType(radialType());
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outNode->setPercentage(100.f);
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outNode->setPosition(ccp(size.width/2, size.height/2));
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outNode->setAnchorPoint(ccp(0.5f,0.5f));
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// create the blend action
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CCAction * layerAction = CCSequence::actions
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(
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CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
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CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
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NULL
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);
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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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this->addChild(outNode, 2, kSceneRadial);
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}
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// clean up on exit
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void CCTransitionRadialCCW::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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CCTransitionScene::onExit();
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}
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CCTransitionRadialCCW* CCTransitionRadialCCW::transitionWithDuration(ccTime t, CCScene* scene)
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{
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CCTransitionRadialCCW* pScene = new CCTransitionRadialCCW();
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pScene->initWithDuration(t, scene);
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pScene->autorelease();
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return pScene;
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}
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CCProgressTimerType CCTransitionRadialCW::radialType()
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{
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return kCCProgressTimerTypeRadialCW;
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}
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CCTransitionRadialCW* CCTransitionRadialCW::transitionWithDuration(ccTime t, CCScene* scene)
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{
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CCTransitionRadialCW* pScene = new CCTransitionRadialCW();
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pScene->initWithDuration(t, scene);
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pScene->autorelease();
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return pScene;
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}
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}//namespace cocos2d
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