axmol/tests/cpp-tests/Classes/ActionsProgressTest/ActionsProgressTest.cpp

476 lines
16 KiB
C++

/****************************************************************************
Copyright (c) 2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
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 "ActionsProgressTest.h"
#include "../testResource.h"
static int sceneIdx = -1;
#define MAX_LAYER 7
Layer* nextAction();
Layer* backAction();
Layer* restartAction();
Layer* createLayer(int nIndex)
{
switch(nIndex)
{
case 0: return new SpriteProgressToRadial();
case 1: return new SpriteProgressToHorizontal();
case 2: return new SpriteProgressToVertical();
case 3: return new SpriteProgressToRadialMidpointChanged();
case 4: return new SpriteProgressBarVarious();
case 5: return new SpriteProgressBarTintAndFade();
case 6: return new SpriteProgressWithSpriteFrame();
}
return nullptr;
}
Layer* nextAction()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
auto layer = createLayer(sceneIdx);
layer->autorelease();
return layer;
}
Layer* backAction()
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
auto layer = createLayer(sceneIdx);
layer->autorelease();
return layer;
}
Layer* restartAction()
{
auto layer = createLayer(sceneIdx);
layer->autorelease();
return layer;
}
void ProgressActionsTestScene::runThisTest()
{
addChild(nextAction());
Director::getInstance()->replaceScene(this);
}
//------------------------------------------------------------------
//
// SpriteDemo
//
//------------------------------------------------------------------
SpriteDemo::SpriteDemo(void)
{
}
SpriteDemo::~SpriteDemo(void)
{
}
std::string SpriteDemo::title() const
{
return "ActionsProgressTest";
}
std::string SpriteDemo::subtitle() const
{
return "";
}
void SpriteDemo::onEnter()
{
BaseTest::onEnter();
auto background = LayerColor::create(Color4B(255,0,0,255));
addChild(background, -10);
}
void SpriteDemo::restartCallback(Ref* sender)
{
auto s = new (std::nothrow) ProgressActionsTestScene();
s->addChild(restartAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void SpriteDemo::nextCallback(Ref* sender)
{
auto s = new (std::nothrow) ProgressActionsTestScene();
s->addChild( nextAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void SpriteDemo::backCallback(Ref* sender)
{
auto s = new (std::nothrow) ProgressActionsTestScene();
s->addChild( backAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
//------------------------------------------------------------------
//
// SpriteProgressToRadial
//
//------------------------------------------------------------------
void SpriteProgressToRadial::onEnter()
{
SpriteDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
auto to1 = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));
auto to2 = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));
auto left = ProgressTimer::create(Sprite::create(s_pathSister1));
left->setType( ProgressTimer::Type::RADIAL );
addChild(left);
left->setPosition(100, s.height/2);
left->runAction( RepeatForever::create(to1));
auto right = ProgressTimer::create(Sprite::create(s_pathBlock));
right->setType(ProgressTimer::Type::RADIAL);
// Makes the ridial CCW
right->setReverseProgress(true);
addChild(right);
right->setPosition(s.width-100, s.height/2);
right->runAction( RepeatForever::create(to2));
}
std::string SpriteProgressToRadial::subtitle() const
{
return "ProgressTo Radial";
}
//------------------------------------------------------------------
//
// SpriteProgressToHorizontal
//
//------------------------------------------------------------------
void SpriteProgressToHorizontal::onEnter()
{
SpriteDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
auto to1 = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));
auto to2 = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));
auto left = ProgressTimer::create(Sprite::create(s_pathSister1));
left->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the left since the midpoint is 0 for the x
left->setMidpoint(Vec2(0,0));
// Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
left->setBarChangeRate(Vec2(1, 0));
addChild(left);
left->setPosition(100, s.height/2);
left->runAction( RepeatForever::create(to1));
auto right = ProgressTimer::create(Sprite::create(s_pathSister2));
right->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the left since the midpoint is 1 for the x
right->setMidpoint(Vec2(1, 0));
// Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
right->setBarChangeRate(Vec2(1, 0));
addChild(right);
right->setPosition(s.width-100, s.height/2);
right->runAction( RepeatForever::create(to2));
}
std::string SpriteProgressToHorizontal::subtitle() const
{
return "ProgressTo Horizontal";
}
//------------------------------------------------------------------
//
// SpriteProgressToVertical
//
//------------------------------------------------------------------
void SpriteProgressToVertical::onEnter()
{
SpriteDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
auto to1 = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));
auto to2 = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));
auto left = ProgressTimer::create(Sprite::create(s_pathSister1));
left->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
left->setMidpoint(Vec2(0,0));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
left->setBarChangeRate(Vec2(0, 1));
addChild(left);
left->setPosition(100, s.height/2);
left->runAction( RepeatForever::create(to1));
auto right = ProgressTimer::create(Sprite::create(s_pathSister2));
right->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
right->setMidpoint(Vec2(0, 1));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right->setBarChangeRate(Vec2(0, 1));
addChild(right);
right->setPosition(s.width-100, s.height/2);
right->runAction( RepeatForever::create(to2));
}
std::string SpriteProgressToVertical::subtitle() const
{
return "ProgressTo Vertical";
}
//------------------------------------------------------------------
//
// SpriteProgressToRadialMidpointChanged
//
//------------------------------------------------------------------
void SpriteProgressToRadialMidpointChanged::onEnter()
{
SpriteDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
auto action = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));
/**
* Our image on the left should be a radial progress indicator, clockwise
*/
auto left = ProgressTimer::create(Sprite::create(s_pathBlock));
left->setType(ProgressTimer::Type::RADIAL);
addChild(left);
left->setMidpoint(Vec2(0.25f, 0.75f));
left->setPosition(100, s.height/2);
left->runAction(RepeatForever::create(action->clone()));
/**
* Our image on the left should be a radial progress indicator, counter clockwise
*/
auto right = ProgressTimer::create(Sprite::create(s_pathBlock));
right->setType(ProgressTimer::Type::RADIAL);
right->setMidpoint(Vec2(0.75f, 0.25f));
/**
* Note the reverse property (default=NO) is only added to the right image. That's how
* we get a counter clockwise progress.
*/
addChild(right);
right->setPosition(s.width-100, s.height/2);
right->runAction(RepeatForever::create(action->clone()));
}
std::string SpriteProgressToRadialMidpointChanged::subtitle() const
{
return "Radial w/ Different Midpoints";
}
//------------------------------------------------------------------
//
// SpriteProgressBarVarious
//
//------------------------------------------------------------------
void SpriteProgressBarVarious::onEnter()
{
SpriteDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
auto to = Sequence::createWithTwoActions(ProgressTo::create(2, 100), ProgressTo::create(0, 0));
auto left = ProgressTimer::create(Sprite::create(s_pathSister1));
left->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
left->setMidpoint(Vec2(0.5f, 0.5f));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
left->setBarChangeRate(Vec2(1, 0));
addChild(left);
left->setPosition(100, s.height/2);
left->runAction(RepeatForever::create(to->clone()));
auto middle = ProgressTimer::create(Sprite::create(s_pathSister2));
middle->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
middle->setMidpoint(Vec2(0.5f, 0.5f));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
middle->setBarChangeRate(Vec2(1,1));
addChild(middle);
middle->setPosition(s.width/2, s.height/2);
middle->runAction(RepeatForever::create(to->clone()));
auto right = ProgressTimer::create(Sprite::create(s_pathSister2));
right->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
right->setMidpoint(Vec2(0.5f, 0.5f));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right->setBarChangeRate(Vec2(0, 1));
addChild(right);
right->setPosition(s.width-100, s.height/2);
right->runAction(RepeatForever::create(to->clone()));
}
std::string SpriteProgressBarVarious::subtitle() const
{
return "ProgressTo Bar Mid";
}
//------------------------------------------------------------------
//
// SpriteProgressBarTintAndFade
//
//------------------------------------------------------------------
void SpriteProgressBarTintAndFade::onEnter()
{
SpriteDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
auto to = Sequence::createWithTwoActions(ProgressTo::create(6, 100), ProgressTo::create(0, 0));
auto tint = Sequence::create(TintTo::create(1, 255, 0, 0),
TintTo::create(1, 0, 255, 0),
TintTo::create(1, 0, 0, 255),
nullptr);
auto fade = Sequence::create(FadeTo::create(1.0f, 0),
FadeTo::create(1.0f, 255),
nullptr);
auto left = ProgressTimer::create(Sprite::create(s_pathSister1));
left->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
left->setMidpoint(Vec2(0.5f, 0.5f));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
left->setBarChangeRate(Vec2(1, 0));
addChild(left);
left->setPosition(100, s.height/2);
left->runAction(RepeatForever::create(to->clone()));
left->runAction(RepeatForever::create(tint->clone()));
left->addChild(Label::createWithTTF("Tint", "fonts/Marker Felt.ttf", 20.0f));
auto middle = ProgressTimer::create(Sprite::create(s_pathSister2));
middle->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
middle->setMidpoint(Vec2(0.5f, 0.5f));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
middle->setBarChangeRate(Vec2(1, 1));
addChild(middle);
middle->setPosition(s.width/2, s.height/2);
middle->runAction(RepeatForever::create(to->clone()));
middle->runAction(RepeatForever::create(fade->clone()));
middle->addChild(Label::createWithTTF("Fade", "fonts/Marker Felt.ttf", 20.0f));
auto right = ProgressTimer::create(Sprite::create(s_pathSister2));
right->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
right->setMidpoint(Vec2(0.5f, 0.5f));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right->setBarChangeRate(Vec2(0, 1));
addChild(right);
right->setPosition(s.width-100, s.height/2);
right->runAction(RepeatForever::create(to->clone()));
right->runAction(RepeatForever::create(tint->clone()));
right->runAction(RepeatForever::create(fade->clone()));
right->addChild(Label::createWithTTF("Tint and Fade", "fonts/Marker Felt.ttf", 20.0f));
}
std::string SpriteProgressBarTintAndFade::subtitle() const
{
return "ProgressTo Bar Mid";
}
//------------------------------------------------------------------
//
// SpriteProgressWithSpriteFrame
//
//------------------------------------------------------------------
void SpriteProgressWithSpriteFrame::onEnter()
{
SpriteDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
auto to = Sequence::createWithTwoActions(ProgressTo::create(6, 100), ProgressTo::create(0, 0));
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zwoptex/grossini.plist");
auto left = ProgressTimer::create(Sprite::createWithSpriteFrameName("grossini_dance_01.png"));
left->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
left->setMidpoint(Vec2(0.5f, 0.5f));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
left->setBarChangeRate(Vec2(1, 0));
addChild(left);
left->setPosition(100, s.height/2);
left->runAction(RepeatForever::create(to->clone()));
auto middle = ProgressTimer::create(Sprite::createWithSpriteFrameName("grossini_dance_02.png"));
middle->setType(ProgressTimer::Type::BAR);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
middle->setMidpoint(Vec2(0.5f, 0.5f));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
middle->setBarChangeRate(Vec2(1, 1));
addChild(middle);
middle->setPosition(s.width/2, s.height/2);
middle->runAction(RepeatForever::create(to->clone()));
auto right = ProgressTimer::create(Sprite::createWithSpriteFrameName("grossini_dance_03.png"));
right->setType(ProgressTimer::Type::RADIAL);
// Setup for a bar starting from the bottom since the midpoint is 0 for the y
right->setMidpoint(Vec2(0.5f, 0.5f));
// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right->setBarChangeRate(Vec2(0, 1));
addChild(right);
right->setPosition(s.width-100, s.height/2);
right->runAction(RepeatForever::create(to->clone()));
}
std::string SpriteProgressWithSpriteFrame::subtitle() const
{
return "Progress With Sprite Frame";
}