axmol/cocos2dx/layers_scenes_transitions_n.../CCTransitionProgress.cpp

445 lines
13 KiB
C++

/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2009 Lam Pham
Copyright (c) 2012 Ricardo Quesada
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 "CCTransitionProgress.h"
#include "CCDirector.h"
#include "misc_nodes/CCRenderTexture.h"
#include "misc_nodes/CCProgressTimer.h"
#include "CCLayer.h"
#include "actions/CCActionInstant.h"
#include "actions/CCActionProgressTimer.h"
#include "support/CCPointExtension.h"
NS_CC_BEGIN
enum {
kCCSceneRadial = 0xc001,
};
CCTransitionProgress::CCTransitionProgress()
: m_fTo(0.0f)
, m_fFrom(0.0f)
, m_pSceneToBeModified(NULL)
{
}
CCTransitionProgress* CCTransitionProgress::create(float t, CCScene* scene)
{
CCTransitionProgress* pScene = new CCTransitionProgress();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCTransitionProgress* CCTransitionProgress::transitionWithDuration(float t, CCScene* scene)
{
CCTransitionProgress* pScene = new CCTransitionProgress();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
// CCTransitionProgress
void CCTransitionProgress::onEnter()
{
CCTransitionScene::onEnter();
setupTransition();
// create a transparent color layer
// in which we are going to add our rendertextures
CCSize size = CCDirector::sharedDirector()->getWinSize();
// create the second render texture for outScene
CCRenderTexture *texture = CCRenderTexture::create((int)size.width, (int)size.height);
texture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
texture->setPosition(ccp(size.width/2, size.height/2));
texture->setAnchorPoint(ccp(0.5f,0.5f));
// render outScene to its texturebuffer
texture->clear(0, 0, 0, 1);
texture->begin();
m_pSceneToBeModified->visit();
texture->end();
// Since we've passed the outScene to the texture we don't need it.
if (m_pSceneToBeModified == m_pOutScene)
{
hideOutShowIn();
}
// We need the texture in RenderTexture.
CCProgressTimer *pNode = progressTimerNodeWithRenderTexture(texture);
// create the blend action
CCActionInterval* layerAction = (CCActionInterval*)CCSequence::create(
CCProgressFromTo::create(m_fDuration, m_fFrom, m_fTo),
CCCallFunc::create(this, callfunc_selector(CCTransitionProgress::finish)),
NULL);
// run the blend action
pNode->runAction(layerAction);
// add the layer (which contains our two rendertextures) to the scene
addChild(pNode, 2, kCCSceneRadial);
}
// clean up on exit
void CCTransitionProgress::onExit()
{
// remove our layer and release all containing objects
removeChildByTag(kCCSceneRadial, false);
CCTransitionScene::onExit();
}
void CCTransitionProgress::sceneOrder()
{
m_bIsInSceneOnTop = false;
}
void CCTransitionProgress::setupTransition()
{
m_pSceneToBeModified = m_pOutScene;
m_fFrom = 100;
m_fTo = 0;
}
CCProgressTimer* CCTransitionProgress::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
CCAssert(false, "override me - abstract class");
return NULL;
}
// CCTransitionProgressRadialCCW
CCProgressTimer* CCTransitionProgressRadialCCW::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->setType(kCCProgressTimerTypeRadial);
// Return the radial type that we want to use
pNode->setReverseDirection(false);
pNode->setPercentage(100);
pNode->setPosition(ccp(size.width/2, size.height/2));
pNode->setAnchorPoint(ccp(0.5f,0.5f));
return pNode;
}
CCTransitionProgressRadialCCW* CCTransitionProgressRadialCCW::create(float t, CCScene* scene)
{
CCTransitionProgressRadialCCW* pScene = new CCTransitionProgressRadialCCW();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCTransitionProgressRadialCCW* CCTransitionProgressRadialCCW::transitionWithDuration(float t, CCScene* scene)
{
CCTransitionProgressRadialCCW* pScene = new CCTransitionProgressRadialCCW();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
// CCTransitionProgressRadialCW
CCTransitionProgressRadialCW* CCTransitionProgressRadialCW::create(float t, CCScene* scene)
{
CCTransitionProgressRadialCW* pScene = new CCTransitionProgressRadialCW();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCTransitionProgressRadialCW* CCTransitionProgressRadialCW::transitionWithDuration(float t, CCScene* scene)
{
CCTransitionProgressRadialCW* pScene = new CCTransitionProgressRadialCW();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCProgressTimer* CCTransitionProgressRadialCW::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->setType( kCCProgressTimerTypeRadial );
// Return the radial type that we want to use
pNode->setReverseDirection(true);
pNode->setPercentage(100);
pNode->setPosition(ccp(size.width/2, size.height/2));
pNode->setAnchorPoint(ccp(0.5f,0.5f));
return pNode;
}
// CCTransitionProgressHorizontal
CCTransitionProgressHorizontal* CCTransitionProgressHorizontal::create(float t, CCScene* scene)
{
CCTransitionProgressHorizontal* pScene = new CCTransitionProgressHorizontal();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCTransitionProgressHorizontal* CCTransitionProgressHorizontal::transitionWithDuration(float t, CCScene* scene)
{
CCTransitionProgressHorizontal* pScene = new CCTransitionProgressHorizontal();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCProgressTimer* CCTransitionProgressHorizontal::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->setType( kCCProgressTimerTypeBar);
pNode->setMidpoint(ccp(1, 0));
pNode->setBarChangeRate(ccp(1,0));
pNode->setPercentage(100);
pNode->setPosition(ccp(size.width/2, size.height/2));
pNode->setAnchorPoint(ccp(0.5f,0.5f));
return pNode;
}
// CCTransitionProgressVertical
CCTransitionProgressVertical* CCTransitionProgressVertical::create(float t, CCScene* scene)
{
CCTransitionProgressVertical* pScene = new CCTransitionProgressVertical();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCTransitionProgressVertical* CCTransitionProgressVertical::transitionWithDuration(float t, CCScene* scene)
{
CCTransitionProgressVertical* pScene = new CCTransitionProgressVertical();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCProgressTimer* CCTransitionProgressVertical::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->setType(kCCProgressTimerTypeBar);
pNode->setMidpoint(ccp(0, 0));
pNode->setBarChangeRate(ccp(0,1));
pNode->setPercentage(100);
pNode->setPosition(ccp(size.width/2, size.height/2));
pNode->setAnchorPoint(ccp(0.5f,0.5f));
return pNode;
}
// CCTransitionProgressInOut
CCTransitionProgressInOut* CCTransitionProgressInOut::create(float t, CCScene* scene)
{
CCTransitionProgressInOut* pScene = new CCTransitionProgressInOut();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCTransitionProgressInOut* CCTransitionProgressInOut::transitionWithDuration(float t, CCScene* scene)
{
CCTransitionProgressInOut* pScene = new CCTransitionProgressInOut();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
void CCTransitionProgressInOut::sceneOrder()
{
m_bIsInSceneOnTop = false;
}
void CCTransitionProgressInOut::setupTransition()
{
m_pSceneToBeModified = m_pInScene;
m_fFrom = 0;
m_fTo = 100;
}
CCProgressTimer* CCTransitionProgressInOut::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->setType( kCCProgressTimerTypeBar);
pNode->setMidpoint(ccp(0.5f, 0.5f));
pNode->setBarChangeRate(ccp(1, 1));
pNode->setPercentage(0);
pNode->setPosition(ccp(size.width/2, size.height/2));
pNode->setAnchorPoint(ccp(0.5f,0.5f));
return pNode;
}
// CCTransitionProgressOutIn
CCTransitionProgressOutIn* CCTransitionProgressOutIn::create(float t, CCScene* scene)
{
CCTransitionProgressOutIn* pScene = new CCTransitionProgressOutIn();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCTransitionProgressOutIn* CCTransitionProgressOutIn::transitionWithDuration(float t, CCScene* scene)
{
CCTransitionProgressOutIn* pScene = new CCTransitionProgressOutIn();
if(pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCProgressTimer* CCTransitionProgressOutIn::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->setType( kCCProgressTimerTypeBar );
pNode->setMidpoint(ccp(0.5f, 0.5f));
pNode->setBarChangeRate(ccp(1, 1));
pNode->setPercentage(100);
pNode->setPosition(ccp(size.width/2, size.height/2));
pNode->setAnchorPoint(ccp(0.5f,0.5f));
return pNode;
}
NS_CC_END