mirror of https://github.com/axmolengine/axmol.git
1322 lines
28 KiB
C++
1322 lines
28 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 "CCTransition.h"
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enum {
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kSceneFade = 0xFADEFADE,
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};
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CCTransitionScene::CCTransitionScene()
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{
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/// @todo
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}
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CCTransitionScene::~CCTransitionScene()
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{
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m_pInScene->release();
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m_pOutScene->release();
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}
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CCTransitionScene * CCTransitionScene::transitionWithDurationAndScene(ccTime t, CCScene *scene)
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{
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/// @todo return [[[self alloc] initWithDuration:t scene:s] autorelease];
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CCTransitionScene * pScene = new CCTransitionScene();
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pScene->initWithDurationAndScene(t,scene);
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pScene->autorelease();
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return pScene;
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}
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CCTransitionScene * CCTransitionScene::initWithDurationAndScene(ccTime t, CCScene *scene)
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{
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/** @todo
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NSAssert( s != nil, @"Argument scene must be non-nil");
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if( (self=[super init]) ) {
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duration = t;
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// retain
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inScene = [s retain];
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outScene = [[CCDirector sharedDirector] runningScene];
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[outScene retain];
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NSAssert( inScene != outScene, @"Incoming scene must be different from the outgoing scene" );
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// disable events while transitions
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[[CCTouchDispatcher sharedDispatcher] setDispatchEvents: NO];
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[self sceneOrder];
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}
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return self;*/
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return NULL;
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}
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void CCTransitionScene::sceneOrder()
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{
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m_bIsInSceneOnTop = true;
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}
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void CCTransitionScene::draw()
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{
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if( m_bIsInSceneOnTop ) {
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m_pOutScene->visit();
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m_pInScene->visit();
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} else {
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m_pInScene->visit();
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m_pOutScene->visit();
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}
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}
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void CCTransitionScene::finish()
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{
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/** @todo
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/* clean up
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[inScene setVisible:YES];
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[inScene setPosition:ccp(0,0)];
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[inScene setScale:1.0f];
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[inScene setRotation:0.0f];
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[inScene.camera restore];
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[outScene setVisible:NO];
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[outScene setPosition:ccp(0,0)];
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[outScene setScale:1.0f];
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[outScene setRotation:0.0f];
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[outScene.camera restore];
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[self schedule:@selector(setNewScene:) interval:0];*/
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}
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void CCTransitionScene::setNewScene(ccTime dt)
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{
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/** @todo
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[self unschedule:_cmd];
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CCDirector *director = [CCDirector sharedDirector];
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// Before replacing, save the "send cleanup to scene"
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sendCleanupToScene = [director sendCleanupToScene];
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[director replaceScene: inScene];
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// enable events while transitions
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[[CCTouchDispatcher sharedDispatcher] setDispatchEvents: YES];
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// issue #267
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[outScene setVisible:YES]; */
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}
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void CCTransitionScene::hideOutShowIn()
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{
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m_pInScene->setIsVisible(true);
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m_pOutScene->setIsVisible(false);
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}
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// custom onEnter
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void CCTransitionScene::onEnter()
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{
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__super::onEnter();
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m_pInScene->onEnter();
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// outScene should not receive the onEnter callback
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}
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// custom onExit
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void CCTransitionScene::onExit()
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{
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__super::onExit();
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m_pOutScene->onExit();
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// inScene should not receive the onExit callback
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// only the onEnterTransitionDidFinish
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m_pInScene->onEnterTransitionDidFinish();
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}
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// custom cleanup
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void CCTransitionScene::cleanup()
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{
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__super::cleanup();
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if( m_bIsSendCleanupToScene )
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m_pOutScene->cleanup();
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}
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//
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// Oriented Transition
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//
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CCOrientedTransitionScene::CCOrientedTransitionScene()
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{
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/// @todo
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}
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CCOrientedTransitionScene::~CCOrientedTransitionScene()
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{
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/// @todo
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}
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CCOrientedTransitionScene * CCOrientedTransitionScene::transitionWithDurationAndScene(ccTime t, CCScene *scene, tOrientation orientation)
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{
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/// @todo return [[[self alloc] initWithDuration:t scene:s orientation:o] autorelease];
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CCOrientedTransitionScene * pScene = new CCOrientedTransitionScene();
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pScene->initWithDurationAndScene(t,scene,orientation);
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pScene->autorelease();
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return pScene;
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}
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CCOrientedTransitionScene * CCOrientedTransitionScene::initWithDurationAndScene(ccTime t, CCScene *scene, tOrientation orientation)
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{
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if ( __super::initWithDurationAndScene(t, scene) )
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{
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m_tOrientation = orientation;
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}
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return this;
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}
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//
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// RotoZoom
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//
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CCRotoZoomTransition::CCRotoZoomTransition()
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{
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/// @todo
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}
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CCRotoZoomTransition::~CCRotoZoomTransition()
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{
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/// @todo
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}
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void CCRotoZoomTransition:: onEnter()
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{
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/** @todo
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[super onEnter];
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[inScene setScale:0.001f];
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[outScene setScale:1.0f];
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[inScene setAnchorPoint:ccp(0.5f, 0.5f)];
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[outScene setAnchorPoint:ccp(0.5f, 0.5f)];
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CCIntervalAction *rotozoom = [CCSequence actions: [CCSpawn actions:
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[CCScaleBy actionWithDuration:duration/2 scale:0.001f],
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[CCRotateBy actionWithDuration:duration/2 angle:360 *2],
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nil],
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[CCDelayTime actionWithDuration:duration/2],
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nil];
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[outScene runAction: rotozoom];
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[inScene runAction: [CCSequence actions:
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[rotozoom reverse],
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[CCCallFunc actionWithTarget:self selector:@selector(finish)],
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nil]];*/
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}
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//
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// JumpZoom
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//
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CCJumpZoomTransition::CCJumpZoomTransition()
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{
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/// @todo
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}
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CCJumpZoomTransition::~CCJumpZoomTransition()
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{
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/// @todo
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}
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void CCJumpZoomTransition::onEnter()
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{
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/** @todo
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[super onEnter];
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CGSize s = [[CCDirector sharedDirector] winSize];
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[inScene setScale:0.5f];
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[inScene setPosition:ccp( s.width,0 )];
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[inScene setAnchorPoint:ccp(0.5f, 0.5f)];
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[outScene setAnchorPoint:ccp(0.5f, 0.5f)];
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CCIntervalAction *jump = [CCJumpBy actionWithDuration:duration/4 position:ccp(-s.width,0) height:s.width/4 jumps:2];
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CCIntervalAction *scaleIn = [CCScaleTo actionWithDuration:duration/4 scale:1.0f];
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CCIntervalAction *scaleOut = [CCScaleTo actionWithDuration:duration/4 scale:0.5f];
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CCIntervalAction *jumpZoomOut = [CCSequence actions: scaleOut, jump, nil];
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CCIntervalAction *jumpZoomIn = [CCSequence actions: jump, scaleIn, nil];
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CCIntervalAction *delay = [CCDelayTime actionWithDuration:duration/2];
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[outScene runAction: jumpZoomOut];
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[inScene runAction: [CCSequence actions: delay,
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jumpZoomIn,
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[CCCallFunc actionWithTarget:self selector:@selector(finish)],
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nil] ];*/
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}
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//
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// MoveInL
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//
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CCMoveInLTransition::CCMoveInLTransition()
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{
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/// @todo
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}
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CCMoveInLTransition::~CCMoveInLTransition()
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{
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/// @todo
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}
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void CCMoveInLTransition::onEnter()
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{
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/** @todo
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[super onEnter];
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[self initScenes];
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CCIntervalAction *a = [self action];
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[inScene runAction: [CCSequence actions:
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[self easeActionWithAction:a],
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[CCCallFunc actionWithTarget:self selector:@selector(finish)],
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nil]
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];*/
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}
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CCIntervalAction* CCMoveInLTransition::action()
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{
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return NULL;
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/// @todo return [CCMoveTo actionWithDuration:duration position:ccp(0,0)];
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}
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CCIntervalAction* CCMoveInLTransition::easeActionWithAction(CCIntervalAction* action)
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{
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return NULL;
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/// @todo return [CCEaseOut actionWithAction:action rate:2.0f];
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// return [EaseElasticOut actionWithAction:action period:0.4f];
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}
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void CCMoveInLTransition::initScenes()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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[inScene setPosition: ccp( -s.width,0) ];*/
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}
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//
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// MoveInR
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//
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CCMoveInRTransition::CCMoveInRTransition()
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{
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/// @todo
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}
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CCMoveInRTransition::~CCMoveInRTransition()
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{
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/// @todo
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}
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void CCMoveInRTransition::initScenes()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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[inScene setPosition: ccp( s.width,0) ];*/
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}
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//
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// MoveInT
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//
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CCMoveInTTransition::CCMoveInTTransition()
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{
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/// @todo
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}
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CCMoveInTTransition::~CCMoveInTTransition()
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{
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/// @todo
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}
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void CCMoveInTTransition::initScenes()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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[inScene setPosition: ccp( 0, s.height) ];*/
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}
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//
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// MoveInB
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//
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CCMoveInBTransition::CCMoveInBTransition()
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{
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/// @todo
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}
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CCMoveInBTransition::~CCMoveInBTransition()
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{
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/// @todo
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}
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void CCMoveInBTransition::initScenes()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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[inScene setPosition: ccp( 0, -s.height) ];*/
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}
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//
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// SlideInL
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//
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// The adjust factor is needed to prevent issue #442
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// One solution is to use DONT_RENDER_IN_SUBPIXELS images, but NO
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// The other issue is that in some transitions (and I don't know why)
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// the order should be reversed (In in top of Out or vice-versa).
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#define ADJUST_FACTOR 0.5f
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CCSlideInLTransition::CCSlideInLTransition()
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{
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/// @todo
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}
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CCSlideInLTransition::~CCSlideInLTransition()
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{
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/// @todo
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}
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void CCSlideInLTransition::onEnter()
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{
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/** @todo
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[super onEnter];
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[self initScenes];
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CCIntervalAction *in = [self action];
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CCIntervalAction *out = [self action];
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id inAction = [self easeActionWithAction:in];
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id outAction = [CCSequence actions:
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[self easeActionWithAction:out],
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[CCCallFunc actionWithTarget:self selector:@selector(finish)],
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nil];
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[inScene runAction: inAction];
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[outScene runAction: outAction];*/
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}
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void CCSlideInLTransition::sceneOrder()
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{
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m_bIsInSceneOnTop = false;
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}
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void CCSlideInLTransition:: initScenes()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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[inScene setPosition: ccp( -(s.width-ADJUST_FACTOR),0) ];*/
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}
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CCIntervalAction* CCSlideInLTransition::action()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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return [CCMoveBy actionWithDuration:duration position:ccp(s.width-ADJUST_FACTOR,0)];*/
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return NULL;
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}
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CCIntervalAction* CCSlideInLTransition::easeActionWithAction(CCIntervalAction* action)
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{
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/** @todo
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return [CCEaseOut actionWithAction:action rate:2.0f];*/
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return NULL;
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// return [EaseElasticOut actionWithAction:action period:0.4f];
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}
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//
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// SlideInR
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//
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CCSlideInRTransition::CCSlideInRTransition()
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{
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/// @todo
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}
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CCSlideInRTransition::~CCSlideInRTransition()
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{
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/// @todo
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}
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void CCSlideInRTransition::sceneOrder()
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{
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m_bIsInSceneOnTop = true;
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}
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void CCSlideInRTransition::initScenes()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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[inScene setPosition: ccp( s.width-ADJUST_FACTOR,0) ];*/
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}
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CCIntervalAction* CCSlideInRTransition:: action()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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return [CCMoveBy actionWithDuration:duration position:ccp(-(s.width-ADJUST_FACTOR),0)];*/
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return NULL;
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}
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//
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// SlideInT
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//
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CCSlideInTTransition::CCSlideInTTransition()
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{
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/// @todo
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}
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CCSlideInTTransition::~CCSlideInTTransition()
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{
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/// @todo
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}
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void CCSlideInTTransition::sceneOrder()
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{
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m_bIsInSceneOnTop = false;
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}
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void CCSlideInTTransition::initScenes()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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[inScene setPosition: ccp(0,s.height-ADJUST_FACTOR) ];*/
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}
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CCIntervalAction* CCSlideInTTransition::action()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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return [CCMoveBy actionWithDuration:duration position:ccp(0,-(s.height-ADJUST_FACTOR))];*/
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return NULL;
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}
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//
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// SlideInB
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//
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CCSlideInBTransition::CCSlideInBTransition()
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{
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/// @todo
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}
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CCSlideInBTransition::~CCSlideInBTransition()
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{
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/// @todo
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}
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void CCSlideInBTransition::sceneOrder()
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{
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m_bIsInSceneOnTop = true;
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}
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void CCSlideInBTransition:: initScenes()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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[inScene setPosition: ccp(0,-(s.height-ADJUST_FACTOR)) ];*/
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}
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CCIntervalAction* CCSlideInBTransition:: action()
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{
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/** @todo
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CGSize s = [[CCDirector sharedDirector] winSize];
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return [CCMoveBy actionWithDuration:duration position:ccp(0,s.height-ADJUST_FACTOR)];*/
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return NULL;
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}
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//
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// ShrinkGrow Transition
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//
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CCShrinkGrowTransition::CCShrinkGrowTransition()
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{
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/// @todo
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}
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CCShrinkGrowTransition::~CCShrinkGrowTransition()
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{
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/// @todo
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}
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void CCShrinkGrowTransition::onEnter()
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{
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/** @todo
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[super onEnter];
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[inScene setScale:0.001f];
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[outScene setScale:1.0f];
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[inScene setAnchorPoint:ccp(2/3.0f,0.5f)];
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[outScene setAnchorPoint:ccp(1/3.0f,0.5f)];
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CCIntervalAction *scaleOut = [CCScaleTo actionWithDuration:duration scale:0.01f];
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CCIntervalAction *scaleIn = [CCScaleTo actionWithDuration:duration scale:1.0f];
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[inScene runAction: [self easeActionWithAction:scaleIn]];
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[outScene runAction: [CCSequence actions:
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[self easeActionWithAction:scaleOut],
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[CCCallFunc actionWithTarget:self selector:@selector(finish)],
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nil] ];*/
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}
|
|
CCIntervalAction* CCShrinkGrowTransition:: easeActionWithAction(CCIntervalAction* action)
|
|
{
|
|
return NULL;
|
|
/// @todo return [CCEaseOut actionWithAction:action rate:2.0f];
|
|
// return [EaseElasticOut actionWithAction:action period:0.3f];
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// FlipX Transition
|
|
//
|
|
CCFlipXTransition::CCFlipXTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCFlipXTransition::~CCFlipXTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
void CCFlipXTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
|
|
CCIntervalAction *inA, *outA;
|
|
[inScene setVisible: NO];
|
|
|
|
float inDeltaZ, inAngleZ;
|
|
float outDeltaZ, outAngleZ;
|
|
|
|
if( orientation == kOrientationRightOver ) {
|
|
inDeltaZ = 90;
|
|
inAngleZ = 270;
|
|
outDeltaZ = 90;
|
|
outAngleZ = 0;
|
|
} else {
|
|
inDeltaZ = -90;
|
|
inAngleZ = 90;
|
|
outDeltaZ = -90;
|
|
outAngleZ = 0;
|
|
}
|
|
|
|
inA = [CCSequence actions:
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
[CCShow action],
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:0 deltaAngleX:0],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
nil ];
|
|
outA = [CCSequence actions:
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:0 deltaAngleX:0],
|
|
[CCHide action],
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
nil ];
|
|
|
|
[inScene runAction: inA];
|
|
[outScene runAction: outA];
|
|
*/
|
|
}
|
|
|
|
|
|
//
|
|
// FlipY Transition
|
|
//
|
|
CCFlipYTransition::CCFlipYTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCFlipYTransition::~CCFlipYTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
void CCFlipYTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
|
|
CCIntervalAction *inA, *outA;
|
|
[inScene setVisible: NO];
|
|
|
|
float inDeltaZ, inAngleZ;
|
|
float outDeltaZ, outAngleZ;
|
|
|
|
if( orientation == kOrientationUpOver ) {
|
|
inDeltaZ = 90;
|
|
inAngleZ = 270;
|
|
outDeltaZ = 90;
|
|
outAngleZ = 0;
|
|
} else {
|
|
inDeltaZ = -90;
|
|
inAngleZ = 90;
|
|
outDeltaZ = -90;
|
|
outAngleZ = 0;
|
|
}
|
|
inA = [CCSequence actions:
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
[CCShow action],
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:90 deltaAngleX:0],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
nil ];
|
|
outA = [CCSequence actions:
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:90 deltaAngleX:0],
|
|
[CCHide action],
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
nil ];
|
|
|
|
[inScene runAction: inA];
|
|
[outScene runAction: outA];
|
|
*/
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// FlipAngular Transition
|
|
//
|
|
CCFlipAngularTransition::CCFlipAngularTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCFlipAngularTransition::~CCFlipAngularTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
void CCFlipAngularTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
|
|
CCIntervalAction *inA, *outA;
|
|
[inScene setVisible: NO];
|
|
|
|
float inDeltaZ, inAngleZ;
|
|
float outDeltaZ, outAngleZ;
|
|
|
|
if( orientation == kOrientationRightOver ) {
|
|
inDeltaZ = 90;
|
|
inAngleZ = 270;
|
|
outDeltaZ = 90;
|
|
outAngleZ = 0;
|
|
} else {
|
|
inDeltaZ = -90;
|
|
inAngleZ = 90;
|
|
outDeltaZ = -90;
|
|
outAngleZ = 0;
|
|
}
|
|
inA = [CCSequence actions:
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
[CCShow action],
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:-45 deltaAngleX:0],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
nil ];
|
|
outA = [CCSequence actions:
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:45 deltaAngleX:0],
|
|
[CCHide action],
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
nil ];
|
|
|
|
[inScene runAction: inA];
|
|
[outScene runAction: outA];*/
|
|
}
|
|
|
|
|
|
//
|
|
// ZoomFlipX Transition
|
|
//
|
|
CCZoomFlipXTransition::CCZoomFlipXTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCZoomFlipXTransition::~CCZoomFlipXTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
void CCZoomFlipXTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
|
|
CCIntervalAction *inA, *outA;
|
|
[inScene setVisible: NO];
|
|
|
|
float inDeltaZ, inAngleZ;
|
|
float outDeltaZ, outAngleZ;
|
|
|
|
if( orientation == kOrientationRightOver ) {
|
|
inDeltaZ = 90;
|
|
inAngleZ = 270;
|
|
outDeltaZ = 90;
|
|
outAngleZ = 0;
|
|
} else {
|
|
inDeltaZ = -90;
|
|
inAngleZ = 90;
|
|
outDeltaZ = -90;
|
|
outAngleZ = 0;
|
|
}
|
|
inA = [CCSequence actions:
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
[CCSpawn actions:
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:0 deltaAngleX:0],
|
|
[CCScaleTo actionWithDuration:duration/2 scale:1],
|
|
[CCShow action],
|
|
nil],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
nil ];
|
|
outA = [CCSequence actions:
|
|
[CCSpawn actions:
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:0 deltaAngleX:0],
|
|
[CCScaleTo actionWithDuration:duration/2 scale:0.5f],
|
|
nil],
|
|
[CCHide action],
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
nil ];
|
|
|
|
inScene.scale = 0.5f;
|
|
[inScene runAction: inA];
|
|
[outScene runAction: outA];*/
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// ZoomFlipY Transition
|
|
//
|
|
CCZoomFlipYTransition::CCZoomFlipYTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCZoomFlipYTransition::~CCZoomFlipYTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
void CCZoomFlipYTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
|
|
CCIntervalAction *inA, *outA;
|
|
[inScene setVisible: NO];
|
|
|
|
float inDeltaZ, inAngleZ;
|
|
float outDeltaZ, outAngleZ;
|
|
|
|
if( orientation == kOrientationUpOver ) {
|
|
inDeltaZ = 90;
|
|
inAngleZ = 270;
|
|
outDeltaZ = 90;
|
|
outAngleZ = 0;
|
|
} else {
|
|
inDeltaZ = -90;
|
|
inAngleZ = 90;
|
|
outDeltaZ = -90;
|
|
outAngleZ = 0;
|
|
}
|
|
|
|
inA = [CCSequence actions:
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
[CCSpawn actions:
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:90 deltaAngleX:0],
|
|
[CCScaleTo actionWithDuration:duration/2 scale:1],
|
|
[CCShow action],
|
|
nil],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
nil ];
|
|
outA = [CCSequence actions:
|
|
[CCSpawn actions:
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:90 deltaAngleX:0],
|
|
[CCScaleTo actionWithDuration:duration/2 scale:0.5f],
|
|
nil],
|
|
[CCHide action],
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
nil ];
|
|
|
|
inScene.scale = 0.5f;
|
|
[inScene runAction: inA];
|
|
[outScene runAction: outA];*/
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// ZoomFlipAngular Transition
|
|
//
|
|
CCZoomFlipAngularTransition::CCZoomFlipAngularTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCZoomFlipAngularTransition::~CCZoomFlipAngularTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
|
|
void CCZoomFlipAngularTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
|
|
CCIntervalAction *inA, *outA;
|
|
[inScene setVisible: NO];
|
|
|
|
float inDeltaZ, inAngleZ;
|
|
float outDeltaZ, outAngleZ;
|
|
|
|
if( orientation == kOrientationRightOver ) {
|
|
inDeltaZ = 90;
|
|
inAngleZ = 270;
|
|
outDeltaZ = 90;
|
|
outAngleZ = 0;
|
|
} else {
|
|
inDeltaZ = -90;
|
|
inAngleZ = 90;
|
|
outDeltaZ = -90;
|
|
outAngleZ = 0;
|
|
}
|
|
|
|
inA = [CCSequence actions:
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
[CCSpawn actions:
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:-45 deltaAngleX:0],
|
|
[CCScaleTo actionWithDuration:duration/2 scale:1],
|
|
[CCShow action],
|
|
nil],
|
|
[CCShow action],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
nil ];
|
|
outA = [CCSequence actions:
|
|
[CCSpawn actions:
|
|
[CCOrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:45 deltaAngleX:0],
|
|
[CCScaleTo actionWithDuration:duration/2 scale:0.5f],
|
|
nil],
|
|
[CCHide action],
|
|
[CCDelayTime actionWithDuration:duration/2],
|
|
nil ];
|
|
|
|
inScene.scale = 0.5f;
|
|
[inScene runAction: inA];
|
|
[outScene runAction: outA];*/
|
|
}
|
|
|
|
|
|
//
|
|
// Fade Transition
|
|
//
|
|
CCFadeTransition::CCFadeTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCFadeTransition::~CCFadeTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
|
|
CCFadeTransition * CCFadeTransition::transitionWithDurationAndColor(ccTime duration, CCScene *scene, ccColor3B color)
|
|
{
|
|
CCFadeTransition * pTransition = new CCFadeTransition();
|
|
pTransition->initWithDurationAndColor(duration, scene, color);
|
|
pTransition->autorelease();
|
|
return pTransition;
|
|
}
|
|
|
|
CCFadeTransition * CCFadeTransition::initWithDurationAndColor(ccTime duration, CCScene *scene, ccColor3B color)
|
|
{
|
|
if (__super::initWithDurationAndScene(duration, scene))
|
|
{
|
|
m_tColor.r = color.r;
|
|
m_tColor.g = color.g;
|
|
m_tColor.b = color.b;
|
|
}
|
|
return this;
|
|
}
|
|
|
|
CCFadeTransition * CCFadeTransition::initWithDurationAndScene(ccTime t, CCScene *scene)
|
|
{
|
|
__super::initWithDurationAndScene(t, scene);
|
|
return this;
|
|
}
|
|
|
|
void CCFadeTransition :: onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
|
|
CCColorLayer *l = [CCColorLayer layerWithColor:color];
|
|
[inScene setVisible: NO];
|
|
|
|
[self addChild: l z:2 tag:kSceneFade];
|
|
|
|
|
|
CCNode *f = [self getChildByTag:kSceneFade];
|
|
|
|
CCIntervalAction *a = [CCSequence actions:
|
|
[CCFadeIn actionWithDuration:duration/2],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(hideOutShowIn)],
|
|
[CCFadeOut actionWithDuration:duration/2],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
nil ];
|
|
[f runAction: a];*/
|
|
}
|
|
|
|
void CCFadeTransition::onExit()
|
|
{
|
|
__super::onExit();
|
|
this->removeChildByTag(kSceneFade, false);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Cross Fade Transition
|
|
//
|
|
CCCrossFadeTransition::CCCrossFadeTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCCrossFadeTransition::~CCCrossFadeTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
|
|
void CCCrossFadeTransition:: draw()
|
|
{
|
|
/// @todo override draw since both scenes (textures) are rendered in 1 scene
|
|
}
|
|
|
|
void CCCrossFadeTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super 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] winSize];
|
|
CCColorLayer * layer = [CCColorLayer layerWithColor:color];
|
|
|
|
// create the first render texture for inScene
|
|
CCRenderTexture *inTexture = [CCRenderTexture renderTextureWithWidth:size.width height:size.height];
|
|
inTexture.sprite.anchorPoint= ccp(0.5f,0.5f);
|
|
inTexture.position = ccp(size.width/2, size.height/2);
|
|
inTexture.anchorPoint = ccp(0.5f,0.5f);
|
|
|
|
// render inScene to its texturebuffer
|
|
[inTexture begin];
|
|
[inScene visit];
|
|
[inTexture end];
|
|
|
|
// create the second render texture for outScene
|
|
CCRenderTexture *outTexture = [CCRenderTexture renderTextureWithWidth:size.width height:size.height];
|
|
outTexture.sprite.anchorPoint= ccp(0.5f,0.5f);
|
|
outTexture.position = ccp(size.width/2, size.height/2);
|
|
outTexture.anchorPoint = ccp(0.5f,0.5f);
|
|
|
|
// render outScene to its texturebuffer
|
|
[outTexture begin];
|
|
[outScene 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.sprite setBlendFunc:blend1];
|
|
[outTexture.sprite setBlendFunc:blend2];
|
|
|
|
// add render textures to the layer
|
|
[layer addChild:inTexture];
|
|
[layer addChild:outTexture];
|
|
|
|
// initial opacity:
|
|
[inTexture.sprite setOpacity:255];
|
|
[outTexture.sprite setOpacity:255];
|
|
|
|
// create the blend action
|
|
CCIntervalAction * layerAction = [CCSequence actions:
|
|
[CCFadeTo actionWithDuration:duration opacity:0],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(hideOutShowIn)],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
nil ];
|
|
|
|
|
|
// run the blend action
|
|
[outTexture.sprite runAction: layerAction];
|
|
|
|
// add the layer (which contains our two rendertextures) to the scene
|
|
[self addChild: layer z:2 tag:kSceneFade];*/
|
|
}
|
|
|
|
// clean up on exit
|
|
void CCCrossFadeTransition::onExit()
|
|
{
|
|
// remove our layer and release all containing objects
|
|
this->removeChildByTag(kSceneFade, false);
|
|
__super::onExit();
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// TurnOffTilesTransition
|
|
//
|
|
CCTurnOffTilesTransition::CCTurnOffTilesTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCTurnOffTilesTransition::~CCTurnOffTilesTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
|
|
// override addScenes, and change the order
|
|
void CCTurnOffTilesTransition::sceneOrder()
|
|
{
|
|
m_bIsInSceneOnTop = false;
|
|
}
|
|
|
|
void CCTurnOffTilesTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
CGSize s = [[CCDirector sharedDirector] winSize];
|
|
float aspect = s.width / s.height;
|
|
int x = 12 * aspect;
|
|
int y = 12;
|
|
|
|
id toff = [CCTurnOffTiles actionWithSize: ccg(x,y) duration:duration];
|
|
id action = [self easeActionWithAction:toff];
|
|
[outScene runAction: [CCSequence actions: action,
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
[CCStopGrid action],
|
|
nil]
|
|
];*/
|
|
|
|
}
|
|
|
|
|
|
CCIntervalAction* CCTurnOffTilesTransition:: easeActionWithAction(CCIntervalAction* action)
|
|
{
|
|
return action;
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// SplitCols Transition
|
|
//
|
|
CCSplitColsTransition::CCSplitColsTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCSplitColsTransition::~CCSplitColsTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
|
|
void CCSplitColsTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
|
|
inScene.visible = NO;
|
|
|
|
id split = [self action];
|
|
id seq = [CCSequence actions:
|
|
split,
|
|
[CCCallFunc actionWithTarget:self selector:@selector(hideOutShowIn)],
|
|
[split reverse],
|
|
nil
|
|
];
|
|
[self runAction: [CCSequence actions:
|
|
[self easeActionWithAction:seq],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
[CCStopGrid action],
|
|
nil]
|
|
];*/
|
|
}
|
|
|
|
|
|
CCIntervalAction* CCSplitColsTransition:: action()
|
|
{
|
|
return NULL;
|
|
/// @todo return [CCSplitCols actionWithCols:3 duration:duration/2.0f];
|
|
}
|
|
|
|
|
|
CCIntervalAction* easeActionWithAction(CCIntervalAction * action)
|
|
{
|
|
return NULL;
|
|
/// @todo return [CCEaseInOut actionWithAction:action rate:3.0f];
|
|
}
|
|
|
|
|
|
//
|
|
// SplitRows Transition
|
|
//
|
|
CCSplitRowsTransition::CCSplitRowsTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCSplitRowsTransition::~CCSplitRowsTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
|
|
CCIntervalAction* CCSplitRowsTransition::action()
|
|
{
|
|
return NULL;
|
|
/// @todo return [CCSplitRows actionWithRows:3 duration:duration/2.0f];
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// FadeTR Transition
|
|
//
|
|
CCFadeTRTransition::CCFadeTRTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCFadeTRTransition::~CCFadeTRTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
|
|
void CCFadeTRTransition::sceneOrder()
|
|
{
|
|
m_bIsInSceneOnTop = false;
|
|
}
|
|
|
|
void CCFadeTRTransition::onEnter()
|
|
{
|
|
/** @todo
|
|
[super onEnter];
|
|
|
|
CGSize s = [[CCDirector sharedDirector] winSize];
|
|
float aspect = s.width / s.height;
|
|
int x = 12 * aspect;
|
|
int y = 12;
|
|
|
|
id action = [self actionWithSize:ccg(x,y)];
|
|
|
|
[outScene runAction: [CCSequence actions:
|
|
[self easeActionWithAction:action],
|
|
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
|
|
[CCStopGrid action],
|
|
nil]
|
|
];*/
|
|
}
|
|
|
|
|
|
CCIntervalAction* CCFadeTRTransition::actionWithSize(ccGridSize size)
|
|
{
|
|
return NULL;
|
|
/// @todo return [CCFadeOutTRTiles actionWithSize:v duration:duration];
|
|
}
|
|
|
|
CCIntervalAction* CCFadeTRTransition:: easeActionWithAction(CCIntervalAction* action)
|
|
{
|
|
return action;
|
|
}
|
|
|
|
|
|
//
|
|
// FadeBL Transition
|
|
//
|
|
|
|
CCFadeBLTransition::CCFadeBLTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCFadeBLTransition::~CCFadeBLTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
CCIntervalAction* CCFadeBLTransition::actionWithSize(ccGridSize size)
|
|
{
|
|
return NULL;
|
|
/// @todo return [CCFadeOutBLTiles actionWithSize:v duration:duration];
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// FadeUp Transition
|
|
//
|
|
CCFadeUpTransition::CCFadeUpTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCFadeUpTransition::~CCFadeUpTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
|
|
CCIntervalAction* CCFadeUpTransition::actionWithSize(ccGridSize size)
|
|
{
|
|
return NULL;
|
|
/// @todo return [CCFadeOutUpTiles actionWithSize:v duration:duration];
|
|
}
|
|
|
|
|
|
//
|
|
// FadeDown Transition
|
|
//
|
|
CCFadeDownTransition::CCFadeDownTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
CCFadeDownTransition::~CCFadeDownTransition()
|
|
{
|
|
/// @todo
|
|
}
|
|
|
|
CCIntervalAction* CCFadeDownTransition::actionWithSize(ccGridSize size)
|
|
{
|
|
return NULL;
|
|
/// @todo return [CCFadeOutDownTiles actionWithSize:v duration:duration];
|
|
}
|