/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011-2012 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.
****************************************************************************/
/**
* tag for scene redial
* @constant
* @type Number
*/
cc.SCENE_RADIAL = 0xc001;
/**
* cc.TransitionProgress transition.
* @class
* @extends cc.TransitionScene
* @param {Number} t time
* @param {cc.Scene} scene
* @example
* var trans = new cc.TransitionProgress(time,scene);
*/
cc.TransitionProgress = cc.TransitionScene.extend(/** @lends cc.TransitionProgress# */{
_to:0,
_from:0,
_sceneToBeModified:null,
_className:"TransitionProgress",
/**
* @param {Number} t time
* @param {cc.Scene} scene
*/
ctor:function (t, scene) {
cc.TransitionScene.prototype.ctor.call(this);
scene && this.initWithDuration(t, scene);
},
_setAttrs: function(node, x, y) {
node.attr({
x: x,
y: y,
anchorX: 0.5,
anchorY: 0.5
});
},
/**
* @override
* custom on enter
*/
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.getWinSize();
// create the second render texture for outScene
var texture = cc.RenderTexture.create(winSize.width, winSize.height);
texture.sprite.anchorX = 0.5;
texture.sprite.anchorY = 0.5;
this._setAttrs(texture, winSize.width / 2, winSize.height / 2);
// 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(
cc.progressFromTo(this._duration, this._from, this._to),
cc.callFunc(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
* custom on exit
*/
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
* @deprecated since v3.0,please use new cc.TransitionProgress(t, scene) instead.
* @function
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgress}
* @example
* var trans = cc.TransitionProgress.create(time,scene);
*/
cc.TransitionProgress.create = function (t, scene) {
return new cc.TransitionProgress(t, scene);
};
/**
* cc.TransitionRadialCCW transition.
* A counter clock-wise radial transition to the next scene
* @class
* @extends cc.TransitionProgress
* @param {Number} t time
* @param {cc.Scene} scene
* @example
* var trans = new cc.TransitionProgressRadialCCW(t, scene);
*/
cc.TransitionProgressRadialCCW = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressRadialCCW# */{
/**
* @param {Number} t time
* @param {cc.Scene} scene
*/
ctor:function (t, scene) {
cc.TransitionProgress.prototype.ctor.call(this);
scene && this.initWithDuration(t, scene);
},
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.director.getWinSize();
var pNode = cc.ProgressTimer.create(texture.sprite);
// but it is flipped upside down so we flip the sprite
if (cc._renderType === cc._RENDER_TYPE_WEBGL)
pNode.sprite.flippedY = true;
pNode.type = cc.ProgressTimer.TYPE_RADIAL;
// Return the radial type that we want to use
pNode.reverseDir = false;
pNode.percentage = 100;
this._setAttrs(pNode, size.width / 2, size.height / 2);
return pNode;
}
});
/**
* create a cc.TransitionProgressRadialCCW object
* @deprecated since v3.0,please use new cc.TransitionProgressRadialCCW(t, scene) instead.
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressRadialCCW}
* @example
* var trans = cc.TransitionProgressRadialCCW.create(time,scene);
*/
cc.TransitionProgressRadialCCW.create = function (t, scene) {
return new cc.TransitionProgressRadialCCW(t, scene);
};
/**
* cc.TransitionRadialCW transition.
* A counter colock-wise radial transition to the next scene
* @class
* @extends cc.TransitionProgress
* @param {Number} t time
* @param {cc.Scene} scene
* @example
* var trans = new cc.TransitionProgressRadialCW(t, scene);
*/
cc.TransitionProgressRadialCW = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressRadialCW# */{
/**
* @param {Number} t time
* @param {cc.Scene} scene
*/
ctor:function (t, scene) {
cc.TransitionProgress.prototype.ctor.call(this);
scene && this.initWithDuration(t, scene);
},
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.director.getWinSize();
var pNode = cc.ProgressTimer.create(texture.sprite);
// but it is flipped upside down so we flip the sprite
if (cc._renderType === cc._RENDER_TYPE_WEBGL)
pNode.sprite.flippedY = true;
pNode.type = cc.ProgressTimer.TYPE_RADIAL;
// Return the radial type that we want to use
pNode.reverseDir = true;
pNode.percentage = 100;
this._setAttrs(pNode, size.width / 2, size.height / 2);
return pNode;
}
});
/**
* create a cc.TransitionProgressRadialCW object
* @deprecated since v3.0,please use cc.TransitionProgressRadialCW(t, scene) instead.
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressRadialCW}
* @example
* var trans = cc.TransitionProgressRadialCW.create(time,scene);
*/
cc.TransitionProgressRadialCW.create = function (t, scene) {
var tempScene = new cc.TransitionProgressRadialCW();
if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) {
return tempScene;
}
return new cc.TransitionProgressRadialCW(t, scene);
};
/**
* cc.TransitionProgressHorizontal transition.
* A colock-wise radial transition to the next scene
* @class
* @extends cc.TransitionProgress
* @param {Number} t time
* @param {cc.Scene} scene
* @example
* var trans = new cc.TransitionProgressHorizontal(t, scene);
*/
cc.TransitionProgressHorizontal = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressHorizontal# */{
/**
* @param {Number} t time
* @param {cc.Scene} scene
*/
ctor:function (t, scene) {
cc.TransitionProgress.prototype.ctor.call(this);
scene && this.initWithDuration(t, scene);
},
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.director.getWinSize();
var pNode = cc.ProgressTimer.create(texture.sprite);
// but it is flipped upside down so we flip the sprite
if (cc._renderType === cc._RENDER_TYPE_WEBGL)
pNode.sprite.flippedY = true;
pNode.type = cc.ProgressTimer.TYPE_BAR;
pNode.midPoint = cc.p(1, 0);
pNode.barChangeRate = cc.p(1, 0);
pNode.percentage = 100;
this._setAttrs(pNode, size.width / 2, size.height / 2);
return pNode;
}
});
/**
* create a cc.TransitionProgressHorizontal object
* @deprecated since v3.0,please use new cc.TransitionProgressHorizontal(t, scene) instead.
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressHorizontal}
* @example
* var trans = cc.TransitionProgressHorizontal.create(time,scene);
*/
cc.TransitionProgressHorizontal.create = function (t, scene) {
return new cc.TransitionProgressHorizontal(t, scene);
};
/**
* cc.TransitionProgressVertical transition.
* @class
* @extends cc.TransitionProgress
* @param {Number} t time
* @param {cc.Scene} scene
* @example
* var trans = new cc.TransitionProgressVertical(t, scene);
*/
cc.TransitionProgressVertical = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressVertical# */{
/**
* @param {Number} t time
* @param {cc.Scene} scene
*/
ctor:function (t, scene) {
cc.TransitionProgress.prototype.ctor.call(this);
scene && this.initWithDuration(t, scene);
},
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.director.getWinSize();
var pNode = cc.ProgressTimer.create(texture.sprite);
// but it is flipped upside down so we flip the sprite
if (cc._renderType === cc._RENDER_TYPE_WEBGL)
pNode.sprite.flippedY = true;
pNode.type = cc.ProgressTimer.TYPE_BAR;
pNode.midPoint = cc.p(0, 0);
pNode.barChangeRate = cc.p(0, 1);
pNode.percentage = 100;
this._setAttrs(pNode, size.width / 2, size.height / 2);
return pNode;
}
});
/**
* create a cc.TransitionProgressVertical object
* @deprecated since v3.0,please use new cc.TransitionProgressVertical(t, scene) instead.
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressVertical}
* @example
* var trans = cc.TransitionProgressVertical.create(time,scene);
*/
cc.TransitionProgressVertical.create = function (t, scene) {
return new cc.TransitionProgressVertical(t, scene);
};
/**
* cc.TransitionProgressInOut transition.
* @class
* @extends cc.TransitionProgress
*/
cc.TransitionProgressInOut = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressInOut# */{
/**
* The constructor of cc.TransitionProgressInOut. override it to extend the construction behavior, remember to call "this._super()" in the extended "ctor" function.
* @param {Number} t time
* @param {cc.Scene} scene
*/
ctor:function (t, scene) {
cc.TransitionProgress.prototype.ctor.call(this);
scene && this.initWithDuration(t, scene);
},
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.director.getWinSize();
var pNode = cc.ProgressTimer.create(texture.sprite);
// but it is flipped upside down so we flip the sprite
if (cc._renderType === cc._RENDER_TYPE_WEBGL)
pNode.sprite.flippedY = true;
pNode.type = cc.ProgressTimer.TYPE_BAR;
pNode.midPoint = cc.p(0.5, 0.5);
pNode.barChangeRate = cc.p(1, 1);
pNode.percentage = 0;
this._setAttrs(pNode, size.width / 2, size.height / 2);
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
* @deprecated
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressInOut}
*/
cc.TransitionProgressInOut.create = function (t, scene) {
return new cc.TransitionProgressInOut(t, scene);
};
/**
* cc.TransitionProgressOutIn transition.
* @class
* @extends cc.TransitionProgress
*/
cc.TransitionProgressOutIn = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressOutIn# */{
/**
* The constructor of cc.TransitionProgressOutIn. override it to extend the construction behavior, remember to call "this._super()" in the extended "ctor" function.
* @param {Number} t time
* @param {cc.Scene} scene
*/
ctor:function (t, scene) {
cc.TransitionProgress.prototype.ctor.call(this);
scene && this.initWithDuration(t, scene);
},
_progressTimerNodeWithRenderTexture:function (texture) {
var size = cc.director.getWinSize();
var pNode = cc.ProgressTimer.create(texture.sprite);
// but it is flipped upside down so we flip the sprite
if (cc._renderType === cc._RENDER_TYPE_WEBGL)
pNode.sprite.flippedY = true;
pNode.type = cc.ProgressTimer.TYPE_BAR;
pNode.midPoint = cc.p(0.5, 0.5);
pNode.barChangeRate = cc.p(1, 1);
pNode.percentage = 100;
this._setAttrs(pNode, size.width / 2, size.height / 2);
return pNode;
}
});
/**
* create a cc.TransitionProgressOutIn object
* @function
* @deprecated
* @param {Number} t time
* @param {cc.Scene} scene
* @return {cc.TransitionProgressOutIn}
*/
cc.TransitionProgressOutIn.create = function (t, scene) {
return new cc.TransitionProgressOutIn(t, scene);
};