/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * * Copyright (c) 2009 Lam Pham * * 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. * */ #import "CCDirector.h" #import "CCTransitionRadial.h" #import "CCRenderTexture.h" #import "CCLayer.h" #import "CCActionInstant.h" #import "Support/CGPointExtension.h" enum { kSceneRadial = 0xc001, }; #pragma mark - #pragma mark Transition Radial CCW @implementation CCTransitionRadialCCW -(void) sceneOrder { inSceneOnTop_ = NO; } -(CCProgressTimerType) radialType { return kCCProgressTimerTypeRadialCCW; } -(void) onEnter { [super onEnter]; // create a transparent color layer // in which we are going to add our rendertextures CGSize size = [[CCDirector sharedDirector] winSize]; // create the second render texture for outScene CCRenderTexture *outTexture = [CCRenderTexture renderTextureWithWidth:size.width height:size.height]; outTexture.sprite.anchorPoint= ccp(0.5f,0.5f); outTexture.position = ccp(size.width/2, size.height/2); outTexture.anchorPoint = ccp(0.5f,0.5f); // render outScene to its texturebuffer [outTexture clear:0 g:0 b:0 a:1]; [outTexture begin]; [outScene_ visit]; [outTexture end]; // Since we've passed the outScene to the texture we don't need it. [self hideOutShowIn]; // We need the texture in RenderTexture. CCProgressTimer *outNode = [CCProgressTimer progressWithTexture:outTexture.sprite.texture]; // but it's flipped upside down so we flip the sprite outNode.sprite.flipY = YES; // Return the radial type that we want to use outNode.type = [self radialType]; outNode.percentage = 100.f; outNode.position = ccp(size.width/2, size.height/2); outNode.anchorPoint = ccp(0.5f,0.5f); // create the blend action CCActionInterval * layerAction = [CCSequence actions: [CCProgressFromTo actionWithDuration:duration_ from:100.f to:0.f], [CCCallFunc actionWithTarget:self selector:@selector(finish)], nil ]; // run the blend action [outNode runAction: layerAction]; // add the layer (which contains our two rendertextures) to the scene [self addChild: outNode z:2 tag:kSceneRadial]; } // clean up on exit -(void) onExit { // remove our layer and release all containing objects [self removeChildByTag:kSceneRadial cleanup:NO]; [super onExit]; } @end #pragma mark - #pragma mark Transition Radial CW @implementation CCTransitionRadialCW -(CCProgressTimerType) radialType { return kCCProgressTimerTypeRadialCW; } @end