1 /**************************************************************************** 2 Copyright (c) 2010-2012 cocos2d-x.org 3 Copyright (c) 2008-2010 Ricardo Quesada 4 Copyright (c) 2011 Zynga Inc. 5 6 http://www.cocos2d-x.org 7 8 Permission is hereby granted, free of charge, to any person obtaining a copy 9 of this software and associated documentation files (the "Software"), to deal 10 in the Software without restriction, including without limitation the rights 11 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 12 copies of the Software, and to permit persons to whom the Software is 13 furnished to do so, subject to the following conditions: 14 15 The above copyright notice and this permission notice shall be included in 16 all copies or substantial portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 21 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 22 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 23 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 24 THE SOFTWARE. 25 ****************************************************************************/ 26 27 /** 28 * tag for scene redial 29 * @constant 30 * @type Number 31 */ 32 cc.SCENE_RADIAL = 0xc001; 33 34 /** 35 * cc.TransitionProgress transition. 36 * @class 37 * @extends cc.TransitionScene 38 */ 39 cc.TransitionProgress = cc.TransitionScene.extend(/** @lends cc.TransitionProgress# */{ 40 _to:0, 41 _from:0, 42 _sceneToBeModified:null, 43 _className:"TransitionProgress", 44 45 _setAttrs: function(node, x, y) { 46 node.attr({ 47 x: x, 48 y: y, 49 anchorX: 0.5, 50 anchorY: 0.5 51 }); 52 }, 53 54 /** 55 * @override 56 */ 57 onEnter:function () { 58 cc.TransitionScene.prototype.onEnter.call(this); 59 this._setupTransition(); 60 61 // create a transparent color layer 62 // in which we are going to add our rendertextures 63 var winSize = cc.director.getWinSize(); 64 65 // create the second render texture for outScene 66 var texture = cc.RenderTexture.create(winSize.width, winSize.height); 67 texture.sprite.anchorX = 0.5; 68 texture.sprite.anchorY = 0.5; 69 this._setAttrs(texture, winSize.width / 2, winSize.height / 2); 70 71 // render outScene to its texturebuffer 72 texture.clear(0, 0, 0, 1); 73 texture.begin(); 74 this._sceneToBeModified.visit(); 75 texture.end(); 76 77 // Since we've passed the outScene to the texture we don't need it. 78 if (this._sceneToBeModified == this._outScene) 79 this.hideOutShowIn(); 80 81 // We need the texture in RenderTexture. 82 var pNode = this._progressTimerNodeWithRenderTexture(texture); 83 84 // create the blend action 85 var layerAction = cc.Sequence.create( 86 cc.ProgressFromTo.create(this._duration, this._from, this._to), 87 cc.CallFunc.create(this.finish, this)); 88 // run the blend action 89 pNode.runAction(layerAction); 90 91 // add the layer (which contains our two rendertextures) to the scene 92 this.addChild(pNode, 2, cc.SCENE_RADIAL); 93 }, 94 95 /** 96 * @override 97 */ 98 onExit:function () { 99 // remove our layer and release all containing objects 100 this.removeChildByTag(cc.SCENE_RADIAL, true); 101 cc.TransitionScene.prototype.onExit.call(this); 102 }, 103 104 _setupTransition:function () { 105 this._sceneToBeModified = this._outScene; 106 this._from = 100; 107 this._to = 0; 108 }, 109 110 _progressTimerNodeWithRenderTexture:function (texture) { 111 cc.log("cc.TransitionProgress._progressTimerNodeWithRenderTexture(): should be overridden in subclass"); 112 return null; 113 }, 114 115 _sceneOrder:function () { 116 this._isInSceneOnTop = false; 117 } 118 }); 119 120 /** 121 * create a cc.TransitionProgress object 122 * @function 123 * @param {Number} t time 124 * @param {cc.Scene} scene 125 * @return {cc.TransitionProgress} 126 */ 127 cc.TransitionProgress.create = function (t, scene) { 128 var tempScene = new cc.TransitionProgress(); 129 if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) { 130 return tempScene; 131 } 132 return null; 133 }; 134 135 /** 136 * cc.TransitionRadialCCW transition.<br/> 137 * A counter clock-wise radial transition to the next scene 138 * @class 139 * @extends cc.TransitionProgress 140 */ 141 cc.TransitionProgressRadialCCW = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressRadialCCW# */{ 142 _progressTimerNodeWithRenderTexture:function (texture) { 143 var size = cc.director.getWinSize(); 144 145 var pNode = cc.ProgressTimer.create(texture.sprite); 146 147 // but it is flipped upside down so we flip the sprite 148 if (cc._renderType === cc._RENDER_TYPE_WEBGL) 149 pNode.sprite.flippedY = true; 150 pNode.type = cc.PROGRESS_TIMER_TYPE_RADIAL; 151 152 // Return the radial type that we want to use 153 pNode.reverseDir = false; 154 pNode.percentage = 100; 155 this._setAttrs(pNode, size.width / 2, size.height / 2); 156 157 return pNode; 158 } 159 }); 160 161 /** 162 * create a cc.TransitionProgressRadialCCW object 163 * @function 164 * @param {Number} t time 165 * @param {cc.Scene} scene 166 * @return {cc.TransitionProgressRadialCCW} 167 */ 168 cc.TransitionProgressRadialCCW.create = function (t, scene) { 169 var tempScene = new cc.TransitionProgressRadialCCW(); 170 if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) { 171 return tempScene; 172 } 173 return null; 174 }; 175 176 /** 177 * cc.TransitionRadialCW transition.<br/> 178 * A counter colock-wise radial transition to the next scene 179 * @class 180 * @extends cc.TransitionProgress 181 */ 182 cc.TransitionProgressRadialCW = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressRadialCW# */{ 183 _progressTimerNodeWithRenderTexture:function (texture) { 184 var size = cc.director.getWinSize(); 185 186 var pNode = cc.ProgressTimer.create(texture.sprite); 187 188 // but it is flipped upside down so we flip the sprite 189 if (cc._renderType === cc._RENDER_TYPE_WEBGL) 190 pNode.sprite.flippedY = true; 191 pNode.type = cc.PROGRESS_TIMER_TYPE_RADIAL; 192 193 // Return the radial type that we want to use 194 pNode.reverseDir = true; 195 pNode.percentage = 100; 196 this._setAttrs(pNode, size.width / 2, size.height / 2); 197 198 return pNode; 199 } 200 }); 201 202 /** 203 * create a cc.TransitionProgressRadialCW object 204 * @function 205 * @param {Number} t time 206 * @param {cc.Scene} scene 207 * @return {cc.TransitionProgressRadialCW} 208 */ 209 cc.TransitionProgressRadialCW.create = function (t, scene) { 210 var tempScene = new cc.TransitionProgressRadialCW(); 211 if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) { 212 return tempScene; 213 } 214 return null; 215 }; 216 217 /** 218 * cc.TransitionProgressHorizontal transition.<br/> 219 * A colock-wise radial transition to the next scene 220 * @class 221 * @extends cc.TransitionProgress 222 */ 223 cc.TransitionProgressHorizontal = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressHorizontal# */{ 224 _progressTimerNodeWithRenderTexture:function (texture) { 225 var size = cc.director.getWinSize(); 226 227 var pNode = cc.ProgressTimer.create(texture.sprite); 228 229 // but it is flipped upside down so we flip the sprite 230 if (cc._renderType === cc._RENDER_TYPE_WEBGL) 231 pNode.sprite.flippedY = true; 232 pNode.type = cc.PROGRESS_TIMER_TYPE_BAR; 233 234 pNode.midPoint = cc.p(1, 0); 235 pNode.barChangeRate = cc.p(1, 0); 236 237 pNode.percentage = 100; 238 this._setAttrs(pNode, size.width / 2, size.height / 2); 239 240 return pNode; 241 } 242 }); 243 244 /** 245 * create a cc.TransitionProgressHorizontal object 246 * @function 247 * @param {Number} t time 248 * @param {cc.Scene} scene 249 * @return {cc.TransitionProgressHorizontal} 250 */ 251 cc.TransitionProgressHorizontal.create = function (t, scene) { 252 var tempScene = new cc.TransitionProgressHorizontal(); 253 if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) { 254 return tempScene; 255 } 256 return null; 257 }; 258 259 /** 260 * cc.TransitionProgressVertical transition. 261 * @class 262 * @extends cc.TransitionProgress 263 */ 264 cc.TransitionProgressVertical = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressVertical# */{ 265 _progressTimerNodeWithRenderTexture:function (texture) { 266 var size = cc.director.getWinSize(); 267 268 var pNode = cc.ProgressTimer.create(texture.sprite); 269 270 // but it is flipped upside down so we flip the sprite 271 if (cc._renderType === cc._RENDER_TYPE_WEBGL) 272 pNode.sprite.flippedY = true; 273 pNode.type = cc.PROGRESS_TIMER_TYPE_BAR; 274 275 pNode.midPoint = cc.p(0, 0); 276 pNode.barChangeRate = cc.p(0, 1); 277 278 pNode.percentage = 100; 279 this._setAttrs(pNode, size.width / 2, size.height / 2); 280 281 return pNode; 282 } 283 }); 284 285 /** 286 * create a cc.TransitionProgressVertical object 287 * @function 288 * @param {Number} t time 289 * @param {cc.Scene} scene 290 * @return {cc.TransitionProgressVertical} 291 */ 292 cc.TransitionProgressVertical.create = function (t, scene) { 293 var tempScene = new cc.TransitionProgressVertical(); 294 if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) { 295 return tempScene; 296 } 297 return null; 298 }; 299 300 /** 301 * cc.TransitionProgressInOut transition. 302 * @class 303 * @extends cc.TransitionProgress 304 */ 305 cc.TransitionProgressInOut = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressInOut# */{ 306 _progressTimerNodeWithRenderTexture:function (texture) { 307 var size = cc.director.getWinSize(); 308 var pNode = cc.ProgressTimer.create(texture.sprite); 309 310 // but it is flipped upside down so we flip the sprite 311 if (cc._renderType === cc._RENDER_TYPE_WEBGL) 312 pNode.sprite.flippedY = true; 313 pNode.type = cc.PROGRESS_TIMER_TYPE_BAR; 314 315 pNode.midPoint = cc.p(0.5, 0.5); 316 pNode.barChangeRate = cc.p(1, 1); 317 318 pNode.percentage = 0; 319 this._setAttrs(pNode, size.width / 2, size.height / 2); 320 321 return pNode; 322 }, 323 _sceneOrder:function () { 324 this._isInSceneOnTop = false; 325 }, 326 _setupTransition:function () { 327 this._sceneToBeModified = this._inScene; 328 this._from = 0; 329 this._to = 100; 330 } 331 }); 332 333 /** 334 * create a cc.TransitionProgressInOut object 335 * @function 336 * @param {Number} t time 337 * @param {cc.Scene} scene 338 * @return {cc.TransitionProgressInOut} 339 */ 340 cc.TransitionProgressInOut.create = function (t, scene) { 341 var tempScene = new cc.TransitionProgressInOut(); 342 if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) { 343 return tempScene; 344 } 345 return null; 346 }; 347 348 /** 349 * cc.TransitionProgressOutIn transition. 350 * @class 351 * @extends cc.TransitionProgress 352 */ 353 cc.TransitionProgressOutIn = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressOutIn# */{ 354 _progressTimerNodeWithRenderTexture:function (texture) { 355 var size = cc.director.getWinSize(); 356 var pNode = cc.ProgressTimer.create(texture.sprite); 357 358 // but it is flipped upside down so we flip the sprite 359 if (cc._renderType === cc._RENDER_TYPE_WEBGL) 360 pNode.sprite.flippedY = true; 361 pNode.type = cc.PROGRESS_TIMER_TYPE_BAR; 362 363 pNode.midPoint = cc.p(0.5, 0.5); 364 pNode.barChangeRate = cc.p(1, 1); 365 366 pNode.percentage = 100; 367 this._setAttrs(pNode, winSize.width / 2, winSize.height / 2); 368 369 return pNode; 370 } 371 }); 372 373 /** 374 * create a cc.TransitionProgressOutIn object 375 * @function 376 * @param {Number} t time 377 * @param {cc.Scene} scene 378 * @return {cc.TransitionProgressOutIn} 379 */ 380 cc.TransitionProgressOutIn.create = function (t, scene) { 381 var tempScene = new cc.TransitionProgressOutIn(); 382 if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) { 383 return tempScene; 384 } 385 return null; 386 }; 387