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662a9e99f5
- remove cocos2dx folder - change all include paths in cocos2d to be relative
152 lines
4.2 KiB
C++
152 lines
4.2 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2009 Lam Pham
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Copyright (c) 2012 Ricardo Quesada
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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 __CCTRANSITIONPROGRESS_H__
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#define __CCTRANSITIONPROGRESS_H__
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#include "CCTransition.h"
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NS_CC_BEGIN
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class CCProgressTimer;
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class CCRenderTexture;
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/**
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* @addtogroup transition
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* @{
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*/
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class CC_DLL CCTransitionProgress : public CCTransitionScene
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{
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GEODE_FRIEND_MODIFY
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public:
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static CCTransitionProgress* create(float t, CCScene* scene);
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/**
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* @js ctor
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*/
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CCTransitionProgress();
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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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protected:
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virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture);
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virtual void setupTransition();
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virtual void sceneOrder();
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float m_fTo;
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float m_fFrom;
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CCScene* m_pSceneToBeModified;
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};
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/** CCTransitionRadialCCW transition.
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A counter clock-wise radial transition to the next scene
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*/
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class CC_DLL CCTransitionProgressRadialCCW : public CCTransitionProgress
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{
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GEODE_FRIEND_MODIFY
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public:
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static CCTransitionProgressRadialCCW* create(float t, CCScene* scene);
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protected:
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virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture);
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};
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/** CCTransitionRadialCW transition.
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A counter clock-wise radial transition to the next scene
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*/
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class CC_DLL CCTransitionProgressRadialCW : public CCTransitionProgress
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{
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GEODE_FRIEND_MODIFY
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public:
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static CCTransitionProgressRadialCW* create(float t, CCScene* scene);
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protected:
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virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture);
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};
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/** CCTransitionProgressHorizontal transition.
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A clock-wise radial transition to the next scene
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*/
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class CC_DLL CCTransitionProgressHorizontal : public CCTransitionProgress
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{
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GEODE_FRIEND_MODIFY
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public:
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static CCTransitionProgressHorizontal* create(float t, CCScene* scene);
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protected:
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virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture);
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};
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class CC_DLL CCTransitionProgressVertical : public CCTransitionProgress
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{
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GEODE_FRIEND_MODIFY
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public:
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static CCTransitionProgressVertical* create(float t, CCScene* scene);
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protected:
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virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture);
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};
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class CC_DLL CCTransitionProgressInOut : public CCTransitionProgress
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{
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GEODE_FRIEND_MODIFY
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public:
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static CCTransitionProgressInOut* create(float t, CCScene* scene);
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protected:
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virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture);
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virtual void sceneOrder();
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virtual void setupTransition();
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};
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class CC_DLL CCTransitionProgressOutIn : public CCTransitionProgress
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{
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GEODE_FRIEND_MODIFY
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public:
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static CCTransitionProgressOutIn* create(float t, CCScene* scene);
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protected:
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virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture);
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};
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// end of transition group
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/// @}
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NS_CC_END
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#endif /* __CCTRANSITIONPROGRESS_H__ */
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