/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga 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.
****************************************************************************/
/**
* tag for scene redial
* @constant
* @type Number
*/
cc.SCENE_RADIAL = 0xc001;
/**
* cc.TransitionProgress transition.
* @class
* @extends cc.TransitionScene
*/
cc.TransitionProgress = cc.TransitionScene.extend(/** @lends cc.TransitionProgress# */{
_to:0,
_from:0,
_sceneToBeModified:null,
/**
* @override
*/
onEnter:function () {
cc.TransitionScene.prototype.onEnter.call(this);
this._setupTransition();
// create a transparent color layer
// in which we are going to add our rendertextures
var winSize = cc.Director.getInstance().getWinSize();
// create the second render texture for outScene
var texture = cc.RenderTexture.create(winSize.width, winSize.height);
texture.getSprite().setAnchorPoint(0.5, 0.5);
texture.setPosition(winSize.width / 2, winSize.height / 2);
texture.setAnchorPoint(0.5, 0.5);
// render outScene to its texturebuffer
texture.clear(0, 0, 0, 1);
texture.begin();
this._sceneToBeModified.visit();
texture.end();
// Since we've passed the outScene to the texture we don't need it.
if (this._sceneToBeModified == this._outScene)
this.hideOutShowIn();
// We need the texture in RenderTexture.
var pNode = this._progressTimerNodeWithRenderTexture(texture);
// create the blend action
var layerAction = cc.Sequence.create(
cc.ProgressFromTo.create(this._duration, this._from, this._to),
cc.CallFunc.create(this.finish, this));
// run the blend action
pNode.runAction(layerAction);
// add the layer (which contains our two rendertextures) to the scene
this.addChild(pNode, 2, cc.SCENE_RADIAL);
},
/**
* @override
*/
onExit:function () {
// remove our layer and release all containing objects
this.removeChildByTag(cc.SCENE_RADIAL, true);
cc.TransitionScene.prototype.onExit.call(this);
},
_setupTransition:function () {
this._sceneToBeModified = this._outScene;
this._from = 100;
this._to = 0;
},
_progressTimerNodeWithRenderTexture:function (texture) {
cc.log("cc.TransitionProgress._progressTimerNodeWithRenderTexture(): should be overridden in subclass");
return null;
},
_sceneOrder:function () {
this._isInSceneOnTop = false;
}
});
/**
* create a cc.TransitionProgress object
* @function
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgress}
*/
cc.TransitionProgress.create = function (t, scene) {
var tempScene = new cc.TransitionProgress();
if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) {
return tempScene;
}
return null;
};
/**
* cc.TransitionRadialCCW transition.
* A counter clock-wise radial transition to the next scene
* @class
* @extends cc.TransitionProgress
*/
cc.TransitionProgressRadialCCW = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressRadialCCW# */{
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.Director.getInstance().getWinSize();
var pNode = cc.ProgressTimer.create(texture.getSprite());
// but it is flipped upside down so we flip the sprite
if (cc.renderContextType === cc.WEBGL)
pNode.getSprite().setFlippedY(true);
pNode.setType(cc.PROGRESS_TIMER_TYPE_RADIAL);
// Return the radial type that we want to use
pNode.setReverseDirection(false);
pNode.setPercentage(100);
pNode.setPosition(size.width / 2, size.height / 2);
pNode.setAnchorPoint(0.5, 0.5);
return pNode;
}
});
/**
* create a cc.TransitionProgressRadialCCW object
* @function
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressRadialCCW}
*/
cc.TransitionProgressRadialCCW.create = function (t, scene) {
var tempScene = new cc.TransitionProgressRadialCCW();
if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) {
return tempScene;
}
return null;
};
/**
* cc.TransitionRadialCW transition.
* A counter colock-wise radial transition to the next scene
* @class
* @extends cc.TransitionProgress
*/
cc.TransitionProgressRadialCW = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressRadialCW# */{
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.Director.getInstance().getWinSize();
var pNode = cc.ProgressTimer.create(texture.getSprite());
// but it is flipped upside down so we flip the sprite
if (cc.renderContextType === cc.WEBGL)
pNode.getSprite().setFlippedY(true);
pNode.setType(cc.PROGRESS_TIMER_TYPE_RADIAL);
// Return the radial type that we want to use
pNode.setReverseDirection(true);
pNode.setPercentage(100);
pNode.setPosition(size.width / 2, size.height / 2);
pNode.setAnchorPoint(0.5, 0.5);
return pNode;
}
});
/**
* create a cc.TransitionProgressRadialCW object
* @function
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressRadialCW}
*/
cc.TransitionProgressRadialCW.create = function (t, scene) {
var tempScene = new cc.TransitionProgressRadialCW();
if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) {
return tempScene;
}
return null;
};
/**
* cc.TransitionProgressHorizontal transition.
* A colock-wise radial transition to the next scene
* @class
* @extends cc.TransitionProgress
*/
cc.TransitionProgressHorizontal = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressHorizontal# */{
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.Director.getInstance().getWinSize();
var pNode = cc.ProgressTimer.create(texture.getSprite());
// but it is flipped upside down so we flip the sprite
if (cc.renderContextType === cc.WEBGL)
pNode.getSprite().setFlippedY(true);
pNode.setType(cc.PROGRESS_TIMER_TYPE_BAR);
pNode.setMidpoint(cc.p(1, 0));
pNode.setBarChangeRate(cc.p(1, 0));
pNode.setPercentage(100);
pNode.setPosition(size.width / 2, size.height / 2);
pNode.setAnchorPoint(0.5, 0.5);
return pNode;
}
});
/**
* create a cc.TransitionProgressHorizontal object
* @function
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressHorizontal}
*/
cc.TransitionProgressHorizontal.create = function (t, scene) {
var tempScene = new cc.TransitionProgressHorizontal();
if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) {
return tempScene;
}
return null;
};
/**
* cc.TransitionProgressVertical transition.
* @class
* @extends cc.TransitionProgress
*/
cc.TransitionProgressVertical = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressVertical# */{
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.Director.getInstance().getWinSize();
var pNode = cc.ProgressTimer.create(texture.getSprite());
// but it is flipped upside down so we flip the sprite
if (cc.renderContextType === cc.WEBGL)
pNode.getSprite().setFlippedY(true);
pNode.setType(cc.PROGRESS_TIMER_TYPE_BAR);
pNode.setMidpoint(cc.p(0, 0));
pNode.setBarChangeRate(cc.p(0, 1));
pNode.setPercentage(100);
pNode.setPosition(size.width / 2, size.height / 2);
pNode.setAnchorPoint(0.5, 0.5);
return pNode;
}
});
/**
* create a cc.TransitionProgressVertical object
* @function
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressVertical}
*/
cc.TransitionProgressVertical.create = function (t, scene) {
var tempScene = new cc.TransitionProgressVertical();
if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) {
return tempScene;
}
return null;
};
/**
* cc.TransitionProgressInOut transition.
* @class
* @extends cc.TransitionProgress
*/
cc.TransitionProgressInOut = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressInOut# */{
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.Director.getInstance().getWinSize();
var pNode = cc.ProgressTimer.create(texture.getSprite());
// but it is flipped upside down so we flip the sprite
if (cc.renderContextType === cc.WEBGL)
pNode.getSprite().setFlippedY(true);
pNode.setType(cc.PROGRESS_TIMER_TYPE_BAR);
pNode.setMidpoint(cc.p(0.5, 0.5));
pNode.setBarChangeRate(cc.p(1, 1));
pNode.setPercentage(0);
pNode.setPosition(size.width / 2, size.height / 2);
pNode.setAnchorPoint(0.5, 0.5);
return pNode;
},
_sceneOrder:function () {
this._isInSceneOnTop = false;
},
_setupTransition:function () {
this._sceneToBeModified = this._inScene;
this._from = 0;
this._to = 100;
}
});
/**
* create a cc.TransitionProgressInOut object
* @function
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressInOut}
*/
cc.TransitionProgressInOut.create = function (t, scene) {
var tempScene = new cc.TransitionProgressInOut();
if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) {
return tempScene;
}
return null;
};
/**
* cc.TransitionProgressOutIn transition.
* @class
* @extends cc.TransitionProgress
*/
cc.TransitionProgressOutIn = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressOutIn# */{
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.Director.getInstance().getWinSize();
var pNode = cc.ProgressTimer.create(texture.getSprite());
// but it is flipped upside down so we flip the sprite
if (cc.renderContextType === cc.WEBGL)
pNode.getSprite().setFlippedY(true);
pNode.setType(cc.PROGRESS_TIMER_TYPE_BAR);
pNode.setMidpoint(cc.p(0.5, 0.5));
pNode.setBarChangeRate(cc.p(1, 1));
pNode.setPercentage(100);
pNode.setPosition(size.width / 2, size.height / 2);
pNode.setAnchorPoint(0.5, 0.5);
return pNode;
}
});
/**
* create a cc.TransitionProgressOutIn object
* @function
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressOutIn}
*/
cc.TransitionProgressOutIn.create = function (t, scene) {
var tempScene = new cc.TransitionProgressOutIn();
if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) {
return tempScene;
}
return null;
};