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662a9e99f5
- remove cocos2dx folder - change all include paths in cocos2d to be relative
878 lines
20 KiB
C++
878 lines
20 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCTRANSITION_H__
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#define __CCTRANSITION_H__
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#include "CCScene.h"
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#include "../include/ccTypes.h"
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NS_CC_BEGIN
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/**
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* @addtogroup transition
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* @{
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*/
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//static creation function macro
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//c/c++ don't support object creation of using class name
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//so, all classes need creation method.
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class CCActionInterval;
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class CCNode;
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/** @brief CCTransitionEaseScene can ease the actions of the scene protocol.
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@since v0.8.2
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*/
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class CC_DLL CCTransitionEaseScene// : public CCObject
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{
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GEODE_FRIEND_MODIFY
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public:
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/** returns the Ease action that will be performed on a linear action.
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@since v0.8.2
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*/
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virtual CCActionInterval * easeActionWithAction(CCActionInterval * action) = 0;
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};
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/** Orientation Type used by some transitions
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*/
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typedef enum {
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/// An horizontal orientation where the Left is nearer
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kCCTransitionOrientationLeftOver = 0,
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/// An horizontal orientation where the Right is nearer
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kCCTransitionOrientationRightOver = 1,
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/// A vertical orientation where the Up is nearer
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kCCTransitionOrientationUpOver = 0,
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/// A vertical orientation where the Bottom is nearer
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kCCTransitionOrientationDownOver = 1,
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// Deprecated
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// kOrientationLeftOver = kCCTransitionOrientationLeftOver,
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// kOrientationRightOver = kCCTransitionOrientationRightOver,
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// kOrientationUpOver = kCCTransitionOrientationUpOver,
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// kOrientationDownOver = kCCTransitionOrientationDownOver,
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} tOrientation;
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/** @brief Base class for CCTransition scenes
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*/
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class CC_DLL CCTransitionScene : public CCScene
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{
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GEODE_FRIEND_MODIFY
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protected:
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CCScene * m_pInScene;
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CCScene * m_pOutScene;
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float m_fDuration;
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bool m_bIsInSceneOnTop;
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bool m_bIsSendCleanupToScene;
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public:
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/**
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* @js ctor
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*/
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CCTransitionScene();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionScene();
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virtual void draw();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onExit();
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virtual void cleanup();
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/** creates a base transition with duration and incoming scene */
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static CCTransitionScene * create(float t, CCScene *scene);
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/** initializes a transition with duration and incoming scene */
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virtual bool initWithDuration(float t,CCScene* scene);
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/** called after the transition finishes */
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void finish(void);
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/** used by some transitions to hide the outer scene */
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void hideOutShowIn(void);
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protected:
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virtual void sceneOrder();
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private:
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void setNewScene(float dt);
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};
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/** @brief A CCTransition that supports orientation like.
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* Possible orientation: LeftOver, RightOver, UpOver, DownOver
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*/
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class CC_DLL CCTransitionSceneOriented : public CCTransitionScene
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{
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GEODE_FRIEND_MODIFY
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protected:
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tOrientation m_eOrientation;
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public:
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/**
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* @js ctor
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*/
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CCTransitionSceneOriented();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionSceneOriented();
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/** creates a base transition with duration and incoming scene */
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static CCTransitionSceneOriented * create(float t,CCScene* scene, tOrientation orientation);
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/** initializes a transition with duration and incoming scene */
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virtual bool initWithDuration(float t,CCScene* scene,tOrientation orientation);
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};
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/** @brief CCTransitionRotoZoom:
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Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming
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*/
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class CC_DLL CCTransitionRotoZoom : public CCTransitionScene
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionRotoZoom();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionRotoZoom();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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static CCTransitionRotoZoom* create(float t, CCScene* scene);
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};
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/** @brief CCTransitionJumpZoom:
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Zoom out and jump the outgoing scene, and then jump and zoom in the incoming
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*/
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class CC_DLL CCTransitionJumpZoom : public CCTransitionScene
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionJumpZoom();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionJumpZoom();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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static CCTransitionJumpZoom* create(float t, CCScene* scene);
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};
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/** @brief CCTransitionMoveInL:
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Move in from to the left the incoming scene.
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*/
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class CC_DLL CCTransitionMoveInL : public CCTransitionScene, public CCTransitionEaseScene
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionMoveInL();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionMoveInL();
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/** initializes the scenes */
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virtual void initScenes(void);
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/** returns the action that will be performed */
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virtual CCActionInterval* action(void);
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virtual CCActionInterval* easeActionWithAction(CCActionInterval * action);
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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static CCTransitionMoveInL* create(float t, CCScene* scene);
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};
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/** @brief CCTransitionMoveInR:
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Move in from to the right the incoming scene.
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*/
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class CC_DLL CCTransitionMoveInR : public CCTransitionMoveInL
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionMoveInR();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionMoveInR();
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virtual void initScenes();
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static CCTransitionMoveInR* create(float t, CCScene* scene);
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};
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/** @brief CCTransitionMoveInT:
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Move in from to the top the incoming scene.
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*/
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class CC_DLL CCTransitionMoveInT : public CCTransitionMoveInL
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionMoveInT();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionMoveInT();
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virtual void initScenes();
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static CCTransitionMoveInT* create(float t, CCScene* scene);
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};
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/** @brief CCTransitionMoveInB:
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Move in from to the bottom the incoming scene.
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*/
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class CC_DLL CCTransitionMoveInB : public CCTransitionMoveInL
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionMoveInB();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionMoveInB();
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virtual void initScenes();
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static CCTransitionMoveInB* create(float t, CCScene* scene);
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};
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/** @brief CCTransitionSlideInL:
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Slide in the incoming scene from the left border.
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*/
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class CC_DLL CCTransitionSlideInL : public CCTransitionScene, public CCTransitionEaseScene
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionSlideInL();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionSlideInL();
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/** initializes the scenes */
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virtual void initScenes(void);
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/** returns the action that will be performed by the incoming and outgoing scene */
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virtual CCActionInterval* action(void);
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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virtual CCActionInterval* easeActionWithAction(CCActionInterval * action);
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static CCTransitionSlideInL* create(float t, CCScene* scene);
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protected:
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virtual void sceneOrder();
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};
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/** @brief CCTransitionSlideInR:
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Slide in the incoming scene from the right border.
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*/
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class CC_DLL CCTransitionSlideInR : public CCTransitionSlideInL
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionSlideInR();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionSlideInR();
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/** initializes the scenes */
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virtual void initScenes(void);
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/** returns the action that will be performed by the incoming and outgoing scene */
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virtual CCActionInterval* action(void);
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static CCTransitionSlideInR* create(float t, CCScene* scene);
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protected:
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virtual void sceneOrder();
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};
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/** @brief CCTransitionSlideInB:
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Slide in the incoming scene from the bottom border.
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*/
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class CC_DLL CCTransitionSlideInB : public CCTransitionSlideInL
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionSlideInB();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionSlideInB();
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/** initializes the scenes */
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virtual void initScenes(void);
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/** returns the action that will be performed by the incoming and outgoing scene */
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virtual CCActionInterval* action(void);
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static CCTransitionSlideInB* create(float t, CCScene* scene);
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protected:
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virtual void sceneOrder();
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};
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/** @brief CCTransitionSlideInT:
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Slide in the incoming scene from the top border.
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*/
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class CC_DLL CCTransitionSlideInT : public CCTransitionSlideInL
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionSlideInT();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionSlideInT();
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/** initializes the scenes */
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virtual void initScenes(void);
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/** returns the action that will be performed by the incoming and outgoing scene */
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virtual CCActionInterval* action(void);
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static CCTransitionSlideInT* create(float t, CCScene* scene);
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protected:
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virtual void sceneOrder();
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};
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/**
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@brief Shrink the outgoing scene while grow the incoming scene
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*/
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class CC_DLL CCTransitionShrinkGrow : public CCTransitionScene , public CCTransitionEaseScene
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionShrinkGrow();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionShrinkGrow();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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virtual CCActionInterval* easeActionWithAction(CCActionInterval * action);
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static CCTransitionShrinkGrow* create(float t, CCScene* scene);
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};
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/** @brief CCTransitionFlipX:
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Flips the screen horizontally.
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The front face is the outgoing scene and the back face is the incoming scene.
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*/
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class CC_DLL CCTransitionFlipX : public CCTransitionSceneOriented
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionFlipX();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionFlipX();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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static CCTransitionFlipX* create(float t, CCScene* s, tOrientation o);
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static CCTransitionFlipX* create(float t, CCScene* s);
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};
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/** @brief CCTransitionFlipY:
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Flips the screen vertically.
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The front face is the outgoing scene and the back face is the incoming scene.
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*/
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class CC_DLL CCTransitionFlipY : public CCTransitionSceneOriented
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionFlipY();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionFlipY();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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static CCTransitionFlipY* create(float t, CCScene* s, tOrientation o);
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static CCTransitionFlipY* create(float t, CCScene* s);
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};
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/** @brief CCTransitionFlipAngular:
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Flips the screen half horizontally and half vertically.
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The front face is the outgoing scene and the back face is the incoming scene.
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*/
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class CC_DLL CCTransitionFlipAngular : public CCTransitionSceneOriented
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionFlipAngular();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionFlipAngular();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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static CCTransitionFlipAngular* create(float t, CCScene* s, tOrientation o);
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static CCTransitionFlipAngular* create(float t, CCScene* s);
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};
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/** @brief CCTransitionZoomFlipX:
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Flips the screen horizontally doing a zoom out/in
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The front face is the outgoing scene and the back face is the incoming scene.
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*/
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class CC_DLL CCTransitionZoomFlipX : public CCTransitionSceneOriented
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionZoomFlipX();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionZoomFlipX();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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static CCTransitionZoomFlipX* create(float t, CCScene* s, tOrientation o);
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static CCTransitionZoomFlipX* create(float t, CCScene* s);
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};
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/** @brief CCTransitionZoomFlipY:
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Flips the screen vertically doing a little zooming out/in
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The front face is the outgoing scene and the back face is the incoming scene.
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*/
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class CC_DLL CCTransitionZoomFlipY : public CCTransitionSceneOriented
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionZoomFlipY();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTransitionZoomFlipY();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter();
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static CCTransitionZoomFlipY* create(float t, CCScene* s, tOrientation o);
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static CCTransitionZoomFlipY* create(float t, CCScene* s);
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};
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/** @brief CCTransitionZoomFlipAngular:
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Flips the screen half horizontally and half vertically doing a little zooming out/in.
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The front face is the outgoing scene and the back face is the incoming scene.
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*/
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class CC_DLL CCTransitionZoomFlipAngular : public CCTransitionSceneOriented
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCTransitionZoomFlipAngular();
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/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionZoomFlipAngular();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onEnter();
|
|
|
|
static CCTransitionZoomFlipAngular* create(float t, CCScene* s, tOrientation o);
|
|
static CCTransitionZoomFlipAngular* create(float t, CCScene* s);
|
|
};
|
|
|
|
/** @brief CCTransitionFade:
|
|
Fade out the outgoing scene and then fade in the incoming scene.'''
|
|
*/
|
|
class CC_DLL CCTransitionFade : public CCTransitionScene
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
protected:
|
|
|
|
|
|
ccColor4B m_tColor;
|
|
|
|
public:
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
CCTransitionFade();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionFade();
|
|
|
|
/** creates the transition with a duration and with an RGB color
|
|
* Example: FadeTransition::create(2, scene, ccc3(255,0,0); // red color
|
|
*/
|
|
static CCTransitionFade* create(float duration,CCScene* scene, const ccColor3B& color);
|
|
static CCTransitionFade* create(float duration,CCScene* scene);
|
|
|
|
/** initializes the transition with a duration and with an RGB color */
|
|
virtual bool initWithDuration(float t, CCScene*scene ,const ccColor3B& color);
|
|
|
|
virtual bool initWithDuration(float t,CCScene* scene);
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onEnter();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onExit();
|
|
};
|
|
|
|
class CCRenderTexture;
|
|
/**
|
|
@brief CCTransitionCrossFade:
|
|
Cross fades two scenes using the CCRenderTexture object.
|
|
*/
|
|
class CC_DLL CCTransitionCrossFade : public CCTransitionScene
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
public :
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
CCTransitionCrossFade();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionCrossFade();
|
|
|
|
virtual void draw();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onEnter();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onExit();
|
|
|
|
public:
|
|
static CCTransitionCrossFade* create(float t, CCScene* scene);
|
|
};
|
|
|
|
/** @brief CCTransitionTurnOffTiles:
|
|
Turn off the tiles of the outgoing scene in random order
|
|
*/
|
|
class CC_DLL CCTransitionTurnOffTiles : public CCTransitionScene ,public CCTransitionEaseScene
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
public :
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
CCTransitionTurnOffTiles();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionTurnOffTiles();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onEnter();
|
|
virtual CCActionInterval * easeActionWithAction(CCActionInterval * action);
|
|
|
|
public:
|
|
static CCTransitionTurnOffTiles* create(float t, CCScene* scene);
|
|
protected:
|
|
virtual void sceneOrder();
|
|
};
|
|
|
|
/** @brief CCTransitionSplitCols:
|
|
The odd columns goes upwards while the even columns goes downwards.
|
|
*/
|
|
class CC_DLL CCTransitionSplitCols : public CCTransitionScene , public CCTransitionEaseScene
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
public:
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
CCTransitionSplitCols();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionSplitCols();
|
|
|
|
virtual CCActionInterval* action(void);
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onEnter();
|
|
virtual CCActionInterval * easeActionWithAction(CCActionInterval * action);
|
|
|
|
public:
|
|
|
|
static CCTransitionSplitCols* create(float t, CCScene* scene);
|
|
};
|
|
|
|
/** @brief CCTransitionSplitRows:
|
|
The odd rows goes to the left while the even rows goes to the right.
|
|
*/
|
|
class CC_DLL CCTransitionSplitRows : public CCTransitionSplitCols
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
public:
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
CCTransitionSplitRows();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionSplitRows();
|
|
|
|
virtual CCActionInterval* action(void);
|
|
|
|
public:
|
|
|
|
static CCTransitionSplitRows* create(float t, CCScene* scene);
|
|
};
|
|
|
|
/** @brief CCTransitionFadeTR:
|
|
Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner.
|
|
*/
|
|
class CC_DLL CCTransitionFadeTR : public CCTransitionScene , public CCTransitionEaseScene
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
public:
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
CCTransitionFadeTR();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionFadeTR();
|
|
virtual CCActionInterval* actionWithSize(const CCSize& size);
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onEnter();
|
|
virtual CCActionInterval* easeActionWithAction(CCActionInterval * action);
|
|
|
|
public:
|
|
|
|
static CCTransitionFadeTR* create(float t, CCScene* scene);
|
|
protected:
|
|
virtual void sceneOrder();
|
|
};
|
|
|
|
/** @brief CCTransitionFadeBL:
|
|
Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner.
|
|
*/
|
|
class CC_DLL CCTransitionFadeBL : public CCTransitionFadeTR
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
public:
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
CCTransitionFadeBL();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionFadeBL();
|
|
virtual CCActionInterval* actionWithSize(const CCSize& size);
|
|
|
|
public:
|
|
|
|
static CCTransitionFadeBL* create(float t, CCScene* scene);
|
|
};
|
|
|
|
/** @brief CCTransitionFadeUp:
|
|
* Fade the tiles of the outgoing scene from the bottom to the top.
|
|
*/
|
|
class CC_DLL CCTransitionFadeUp : public CCTransitionFadeTR
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
public:
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
CCTransitionFadeUp();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionFadeUp();
|
|
virtual CCActionInterval* actionWithSize(const CCSize& size);
|
|
|
|
public:
|
|
|
|
static CCTransitionFadeUp* create(float t, CCScene* scene);
|
|
};
|
|
|
|
/** @brief CCTransitionFadeDown:
|
|
* Fade the tiles of the outgoing scene from the top to the bottom.
|
|
*/
|
|
class CC_DLL CCTransitionFadeDown : public CCTransitionFadeTR
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
public:
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
CCTransitionFadeDown();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTransitionFadeDown();
|
|
virtual CCActionInterval* actionWithSize(const CCSize& size);
|
|
|
|
public:
|
|
|
|
static CCTransitionFadeDown* create(float t, CCScene* scene);
|
|
};
|
|
|
|
// end of transition group
|
|
/// @}
|
|
|
|
NS_CC_END
|
|
|
|
#endif // __CCTRANSITION_H__
|
|
|