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An iOS game where you catch items in a cart |

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path: root/libs/cocos2d/CCTransition.m

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/*
* cocos2d for iPhone: http://www.cocos2d-iphone.org
*
* Copyright (c) 2008-2010 Ricardo Quesada
* Copyright (c) 2011 Zynga Inc.
*
* 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 "CCTransition.h"
#import "CCNode.h"
#import "CCDirector.h"
#import "CCActionInterval.h"
#import "CCActionInstant.h"
#import "CCActionCamera.h"
#import "CCLayer.h"
#import "CCCamera.h"
#import "CCActionTiledGrid.h"
#import "CCActionEase.h"
#import "CCRenderTexture.h"
#import "Support/CGPointExtension.h"

#import <Availability.h>
#ifdef __IPHONE_OS_VERSION_MAX_ALLOWED
#import "Platforms/iOS/CCTouchDispatcher.h"
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)
#import "Platforms/Mac/CCEventDispatcher.h"
#endif

const uint32_t kSceneFade = 0xFADEFADE;

@interface CCTransitionScene (Private)
-(void) sceneOrder;
- (void)setNewScene:(ccTime)dt;
@end

@implementation CCTransitionScene
+(id) transitionWithDuration:(ccTime) t scene:(CCScene*)s
{
return [[[self alloc] initWithDuration:t scene:s] autorelease];
}

-(id) initWithDuration:(ccTime) t scene:(CCScene*)s
{
NSAssert( s != nil, @"Argument scene must be non-nil");

if( (self=[super init]) ) {

duration_ = t;

// retain
inScene_ = [s retain];
outScene_ = [[CCDirector sharedDirector] runningScene];
[outScene_ retain];

NSAssert( inScene_ != outScene_, @"Incoming scene must be different from the outgoing scene" );

// disable events while transitions
#ifdef __IPHONE_OS_VERSION_MAX_ALLOWED
[[CCTouchDispatcher sharedDispatcher] setDispatchEvents: NO];
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)
[[CCEventDispatcher sharedDispatcher] setDispatchEvents: NO];
#endif

[self sceneOrder];
}
return self;
}
-(void) sceneOrder
{
inSceneOnTop_ = YES;
}

-(void) draw
{
[super draw];

if( inSceneOnTop_ ) {
[outScene_ visit];
[inScene_ visit];
} else {
[inScene_ visit];
[outScene_ visit];
}
}

-(void) finish
{
/* clean up */
[inScene_ setVisible:YES];
[inScene_ setPosition:ccp(0,0)];
[inScene_ setScale:1.0f];
[inScene_ setRotation:0.0f];
[inScene_.camera restore];

[outScene_ setVisible:NO];
[outScene_ setPosition:ccp(0,0)];
[outScene_ setScale:1.0f];
[outScene_ setRotation:0.0f];
[outScene_.camera restore];

[self schedule:@selector(setNewScene:) interval:0];
}

-(void) setNewScene: (ccTime) dt
{
[self unschedule:_cmd];

CCDirector *director = [CCDirector sharedDirector];

// Before replacing, save the "send cleanup to scene"
sendCleanupToScene_ = [director sendCleanupToScene];

[director replaceScene: inScene_];

// enable events while transitions
#ifdef __IPHONE_OS_VERSION_MAX_ALLOWED
[[CCTouchDispatcher sharedDispatcher] setDispatchEvents: YES];
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)
[[CCEventDispatcher sharedDispatcher] setDispatchEvents: YES];
#endif

// issue #267
[outScene_ setVisible:YES];
}

-(void) hideOutShowIn
{
[inScene_ setVisible:YES];
[outScene_ setVisible:NO];
}

// custom onEnter
-(void) onEnter
{
[super onEnter];
[inScene_ onEnter];
// outScene_ should not receive the onEnter callback
}

// custom onExit
-(void) onExit
{
[super onExit];
[outScene_ onExit];

// inScene_ should not receive the onExit callback
// only the onEnterTransitionDidFinish
[inScene_ onEnterTransitionDidFinish];
}

// custom cleanup
-(void) cleanup
{
[super cleanup];

if( sendCleanupToScene_ )
[outScene_ cleanup];
}

-(void) dealloc
{
[inScene_ release];
[outScene_ release];
[super dealloc];
}
@end

//
// Oriented Transition
//
@implementation CCTransitionSceneOriented
+(id) transitionWithDuration:(ccTime) t scene:(CCScene*)s orientation:(tOrientation)o
{
return [[[self alloc] initWithDuration:t scene:s orientation:o] autorelease];
}

-(id) initWithDuration:(ccTime) t scene:(CCScene*)s orientation:(tOrientation)o
{
if( (self=[super initWithDuration:t scene:s]) )
orientation = o;
return self;
}
@end

//
// RotoZoom
//
@implementation CCTransitionRotoZoom
-(void) onEnter
{
[super onEnter];

[inScene_ setScale:0.001f];
[outScene_ setScale:1.0f];

[inScene_ setAnchorPoint:ccp(0.5f, 0.5f)];
[outScene_ setAnchorPoint:ccp(0.5f, 0.5f)];

CCActionInterval *rotozoom = [CCSequence actions: [CCSpawn actions:
[CCScaleBy actionWithDuration:duration_/2 scale:0.001f],
[CCRotateBy actionWithDuration:duration_/2 angle:360 *2],
nil],
[CCDelayTime actionWithDuration:duration_/2],
nil];

[outScene_ runAction: rotozoom];
[inScene_ runAction: [CCSequence actions:
[rotozoom reverse],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil]];
}
@end

//
// JumpZoom
//
@implementation CCTransitionJumpZoom
-(void) onEnter
{
[super onEnter];
CGSize s = [[CCDirector sharedDirector] winSize];

[inScene_ setScale:0.5f];
[inScene_ setPosition:ccp( s.width,0 )];

[inScene_ setAnchorPoint:ccp(0.5f, 0.5f)];
[outScene_ setAnchorPoint:ccp(0.5f, 0.5f)];

CCActionInterval *jump = [CCJumpBy actionWithDuration:duration_/4 position:ccp(-s.width,0) height:s.width/4 jumps:2];
CCActionInterval *scaleIn = [CCScaleTo actionWithDuration:duration_/4 scale:1.0f];
CCActionInterval *scaleOut = [CCScaleTo actionWithDuration:duration_/4 scale:0.5f];

CCActionInterval *jumpZoomOut = [CCSequence actions: scaleOut, jump, nil];
CCActionInterval *jumpZoomIn = [CCSequence actions: jump, scaleIn, nil];

CCActionInterval *delay = [CCDelayTime actionWithDuration:duration_/2];

[outScene_ runAction: jumpZoomOut];
[inScene_ runAction: [CCSequence actions: delay,
jumpZoomIn,
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil] ];
}
@end

//
// MoveInL
//
@implementation CCTransitionMoveInL
-(void) onEnter
{
[super onEnter];

[self initScenes];

CCActionInterval *a = [self action];

[inScene_ runAction: [CCSequence actions:
[self easeActionWithAction:a],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil]
];

}
-(CCActionInterval*) action
{
return [CCMoveTo actionWithDuration:duration_ position:ccp(0,0)];
}

-(CCActionInterval*) easeActionWithAction:(CCActionInterval*)action
{
return [CCEaseOut actionWithAction:action rate:2.0f];
// return [EaseElasticOut actionWithAction:action period:0.4f];
}

-(void) initScenes
{
CGSize s = [[CCDirector sharedDirector] winSize];
[inScene_ setPosition: ccp( -s.width,0) ];
}
@end

//
// MoveInR
//
@implementation CCTransitionMoveInR
-(void) initScenes
{
CGSize s = [[CCDirector sharedDirector] winSize];
[inScene_ setPosition: ccp( s.width,0) ];
}
@end

//
// MoveInT
//
@implementation CCTransitionMoveInT
-(void) initScenes
{
CGSize s = [[CCDirector sharedDirector] winSize];
[inScene_ setPosition: ccp( 0, s.height) ];
}
@end

//
// MoveInB
//
@implementation CCTransitionMoveInB
-(void) initScenes
{
CGSize s = [[CCDirector sharedDirector] winSize];
[inScene_ setPosition: ccp( 0, -s.height) ];
}
@end

//
// SlideInL
//

// The adjust factor is needed to prevent issue #442
// One solution is to use DONT_RENDER_IN_SUBPIXELS images, but NO
// The other issue is that in some transitions (and I don't know why)
// the order should be reversed (In in top of Out or vice-versa).
#define ADJUST_FACTOR 0.5f
@implementation CCTransitionSlideInL
-(void) onEnter
{
[super onEnter];

[self initScenes];

CCActionInterval *in = [self action];
CCActionInterval *out = [self action];

id inAction = [self easeActionWithAction:in];
id outAction = [CCSequence actions:
[self easeActionWithAction:out],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil];

[inScene_ runAction: inAction];
[outScene_ runAction: outAction];
}
-(void) sceneOrder
{
inSceneOnTop_ = NO;
}
-(void) initScenes
{
CGSize s = [[CCDirector sharedDirector] winSize];
[inScene_ setPosition: ccp( -(s.width-ADJUST_FACTOR),0) ];
}
-(CCActionInterval*) action
{
CGSize s = [[CCDirector sharedDirector] winSize];
return [CCMoveBy actionWithDuration:duration_ position:ccp(s.width-ADJUST_FACTOR,0)];
}

-(CCActionInterval*) easeActionWithAction:(CCActionInterval*)action
{
return [CCEaseOut actionWithAction:action rate:2.0f];
// return [EaseElasticOut actionWithAction:action period:0.4f];
}

@end

//
// SlideInR
//
@implementation CCTransitionSlideInR
-(void) sceneOrder
{
inSceneOnTop_ = YES;
}
-(void) initScenes
{
CGSize s = [[CCDirector sharedDirector] winSize];
[inScene_ setPosition: ccp( s.width-ADJUST_FACTOR,0) ];
}

-(CCActionInterval*) action
{
CGSize s = [[CCDirector sharedDirector] winSize];
return [CCMoveBy actionWithDuration:duration_ position:ccp(-(s.width-ADJUST_FACTOR),0)];
}

@end

//
// SlideInT
//
@implementation CCTransitionSlideInT
-(void) sceneOrder
{
inSceneOnTop_ = NO;
}
-(void) initScenes
{
CGSize s = [[CCDirector sharedDirector] winSize];
[inScene_ setPosition: ccp(0,s.height-ADJUST_FACTOR) ];
}

-(CCActionInterval*) action
{
CGSize s = [[CCDirector sharedDirector] winSize];
return [CCMoveBy actionWithDuration:duration_ position:ccp(0,-(s.height-ADJUST_FACTOR))];
}

@end

//
// SlideInB
//
@implementation CCTransitionSlideInB
-(void) sceneOrder
{
inSceneOnTop_ = YES;
}

-(void) initScenes
{
CGSize s = [[CCDirector sharedDirector] winSize];
[inScene_ setPosition: ccp(0,-(s.height-ADJUST_FACTOR)) ];
}

-(CCActionInterval*) action
{
CGSize s = [[CCDirector sharedDirector] winSize];
return [CCMoveBy actionWithDuration:duration_ position:ccp(0,s.height-ADJUST_FACTOR)];
}
@end

//
// ShrinkGrow Transition
//
@implementation CCTransitionShrinkGrow
-(void) onEnter
{
[super onEnter];

[inScene_ setScale:0.001f];
[outScene_ setScale:1.0f];

[inScene_ setAnchorPoint:ccp(2/3.0f,0.5f)];
[outScene_ setAnchorPoint:ccp(1/3.0f,0.5f)];

CCActionInterval *scaleOut = [CCScaleTo actionWithDuration:duration_ scale:0.01f];
CCActionInterval *scaleIn = [CCScaleTo actionWithDuration:duration_ scale:1.0f];

[inScene_ runAction: [self easeActionWithAction:scaleIn]];
[outScene_ runAction: [CCSequence actions:
[self easeActionWithAction:scaleOut],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil] ];
}
-(CCActionInterval*) easeActionWithAction:(CCActionInterval*)action
{
return [CCEaseOut actionWithAction:action rate:2.0f];
// return [EaseElasticOut actionWithAction:action period:0.3f];
}
@end

//
// FlipX Transition
//
@implementation CCTransitionFlipX
-(void) onEnter
{
[super onEnter];

CCActionInterval *inA, *outA;
[inScene_ setVisible: NO];

float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;

if( orientation == kOrientationRightOver ) {
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
} else {
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}

inA = [CCSequence actions:
[CCDelayTime actionWithDuration:duration_/2],
[CCShow action],
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:0 deltaAngleX:0],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil ];
outA = [CCSequence actions:
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:0 deltaAngleX:0],
[CCHide action],
[CCDelayTime actionWithDuration:duration_/2],
nil ];

[inScene_ runAction: inA];
[outScene_ runAction: outA];

}
@end

//
// FlipY Transition
//
@implementation CCTransitionFlipY
-(void) onEnter
{
[super onEnter];

CCActionInterval *inA, *outA;
[inScene_ setVisible: NO];

float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;

if( orientation == kOrientationUpOver ) {
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
} else {
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}
inA = [CCSequence actions:
[CCDelayTime actionWithDuration:duration_/2],
[CCShow action],
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:90 deltaAngleX:0],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil ];
outA = [CCSequence actions:
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:90 deltaAngleX:0],
[CCHide action],
[CCDelayTime actionWithDuration:duration_/2],
nil ];

[inScene_ runAction: inA];
[outScene_ runAction: outA];

}
@end

//
// FlipAngular Transition
//
@implementation CCTransitionFlipAngular
-(void) onEnter
{
[super onEnter];

CCActionInterval *inA, *outA;
[inScene_ setVisible: NO];

float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;

if( orientation == kOrientationRightOver ) {
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
} else {
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}
inA = [CCSequence actions:
[CCDelayTime actionWithDuration:duration_/2],
[CCShow action],
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:-45 deltaAngleX:0],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil ];
outA = [CCSequence actions:
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:45 deltaAngleX:0],
[CCHide action],
[CCDelayTime actionWithDuration:duration_/2],
nil ];

[inScene_ runAction: inA];
[outScene_ runAction: outA];
}
@end

//
// ZoomFlipX Transition
//
@implementation CCTransitionZoomFlipX
-(void) onEnter
{
[super onEnter];

CCActionInterval *inA, *outA;
[inScene_ setVisible: NO];

float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;

if( orientation == kOrientationRightOver ) {
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
} else {
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}
inA = [CCSequence actions:
[CCDelayTime actionWithDuration:duration_/2],
[CCSpawn actions:
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:0 deltaAngleX:0],
[CCScaleTo actionWithDuration:duration_/2 scale:1],
[CCShow action],
nil],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil ];
outA = [CCSequence actions:
[CCSpawn actions:
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:0 deltaAngleX:0],
[CCScaleTo actionWithDuration:duration_/2 scale:0.5f],
nil],
[CCHide action],
[CCDelayTime actionWithDuration:duration_/2],
nil ];

inScene_.scale = 0.5f;
[inScene_ runAction: inA];
[outScene_ runAction: outA];
}
@end

//
// ZoomFlipY Transition
//
@implementation CCTransitionZoomFlipY
-(void) onEnter
{
[super onEnter];

CCActionInterval *inA, *outA;
[inScene_ setVisible: NO];

float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;

if( orientation == kOrientationUpOver ) {
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
} else {
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}

inA = [CCSequence actions:
[CCDelayTime actionWithDuration:duration_/2],
[CCSpawn actions:
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:90 deltaAngleX:0],
[CCScaleTo actionWithDuration:duration_/2 scale:1],
[CCShow action],
nil],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil ];
outA = [CCSequence actions:
[CCSpawn actions:
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:90 deltaAngleX:0],
[CCScaleTo actionWithDuration:duration_/2 scale:0.5f],
nil],
[CCHide action],
[CCDelayTime actionWithDuration:duration_/2],
nil ];

inScene_.scale = 0.5f;
[inScene_ runAction: inA];
[outScene_ runAction: outA];
}
@end

//
// ZoomFlipAngular Transition
//
@implementation CCTransitionZoomFlipAngular
-(void) onEnter
{
[super onEnter];

CCActionInterval *inA, *outA;
[inScene_ setVisible: NO];

float inDeltaZ, inAngleZ;
float outDeltaZ, outAngleZ;

if( orientation == kOrientationRightOver ) {
inDeltaZ = 90;
inAngleZ = 270;
outDeltaZ = 90;
outAngleZ = 0;
} else {
inDeltaZ = -90;
inAngleZ = 90;
outDeltaZ = -90;
outAngleZ = 0;
}

inA = [CCSequence actions:
[CCDelayTime actionWithDuration:duration_/2],
[CCSpawn actions:
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:inAngleZ deltaAngleZ:inDeltaZ angleX:-45 deltaAngleX:0],
[CCScaleTo actionWithDuration:duration_/2 scale:1],
[CCShow action],
nil],
[CCShow action],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil ];
outA = [CCSequence actions:
[CCSpawn actions:
[CCOrbitCamera actionWithDuration: duration_/2 radius: 1 deltaRadius:0 angleZ:outAngleZ deltaAngleZ:outDeltaZ angleX:45 deltaAngleX:0],
[CCScaleTo actionWithDuration:duration_/2 scale:0.5f],
nil],
[CCHide action],
[CCDelayTime actionWithDuration:duration_/2],
nil ];

inScene_.scale = 0.5f;
[inScene_ runAction: inA];
[outScene_ runAction: outA];
}
@end

//
// Fade Transition
//
@implementation CCTransitionFade
+(id) transitionWithDuration:(ccTime)d scene:(CCScene*)s withColor:(ccColor3B)color
{
return [[[self alloc] initWithDuration:d scene:s withColor:color] autorelease];
}

-(id) initWithDuration:(ccTime)d scene:(CCScene*)s withColor:(ccColor3B)aColor
{
if( (self=[super initWithDuration:d scene:s]) ) {
color.r = aColor.r;
color.g = aColor.g;
color.b = aColor.b;
}

return self;
}

-(id) initWithDuration:(ccTime)d scene:(CCScene*)s
{
return [self initWithDuration:d scene:s withColor:ccBLACK];
}

-(void) onEnter
{
[super onEnter];

CCLayerColor *l = [CCLayerColor layerWithColor:color];
[inScene_ setVisible: NO];

[self addChild: l z:2 tag:kSceneFade];

CCNode *f = [self getChildByTag:kSceneFade];

CCActionInterval *a = [CCSequence actions:
[CCFadeIn actionWithDuration:duration_/2],
[CCCallFunc actionWithTarget:self selector:@selector(hideOutShowIn)],
[CCFadeOut actionWithDuration:duration_/2],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil ];
[f runAction: a];
}

-(void) onExit
{
[super onExit];
[self removeChildByTag:kSceneFade cleanup:NO];
}
@end

//
// Cross Fade Transition
//
@implementation CCTransitionCrossFade

-(void) draw
{
// override draw since both scenes (textures) are rendered in 1 scene
}

-(void) onEnter
{
[super onEnter];

// create a transparent color layer
// in which we are going to add our rendertextures
ccColor4B color = {0,0,0,0};
CGSize size = [[CCDirector sharedDirector] winSize];
CCLayerColor * layer = [CCLayerColor layerWithColor:color];

// create the first render texture for inScene_
CCRenderTexture *inTexture = [CCRenderTexture renderTextureWithWidth:size.width height:size.height];
inTexture.sprite.anchorPoint= ccp(0.5f,0.5f);
inTexture.position = ccp(size.width/2, size.height/2);
inTexture.anchorPoint = ccp(0.5f,0.5f);

// render inScene_ to its texturebuffer
[inTexture begin];
[inScene_ visit];
[inTexture end];

// 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 begin];
[outScene_ visit];
[outTexture end];

// create blend functions

ccBlendFunc blend1 = {GL_ONE, GL_ONE}; // inScene_ will lay on background and will not be used with alpha
ccBlendFunc blend2 = {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}; // we are going to blend outScene_ via alpha

// set blendfunctions
[inTexture.sprite setBlendFunc:blend1];
[outTexture.sprite setBlendFunc:blend2];

// add render textures to the layer
[layer addChild:inTexture];
[layer addChild:outTexture];

// initial opacity:
[inTexture.sprite setOpacity:255];
[outTexture.sprite setOpacity:255];

// create the blend action
CCActionInterval * layerAction = [CCSequence actions:
[CCFadeTo actionWithDuration:duration_ opacity:0],
[CCCallFunc actionWithTarget:self selector:@selector(hideOutShowIn)],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
nil ];

// run the blend action
[outTexture.sprite runAction: layerAction];

// add the layer (which contains our two rendertextures) to the scene
[self addChild: layer z:2 tag:kSceneFade];
}

// clean up on exit
-(void) onExit
{
// remove our layer and release all containing objects
[self removeChildByTag:kSceneFade cleanup:NO];

[super onExit];
}
@end

//
// TurnOffTilesTransition
//
@implementation CCTransitionTurnOffTiles

// override addScenes, and change the order
-(void) sceneOrder
{
inSceneOnTop_ = NO;
}

-(void) onEnter
{
[super onEnter];
CGSize s = [[CCDirector sharedDirector] winSize];
float aspect = s.width / s.height;
int x = 12 * aspect;
int y = 12;

id toff = [CCTurnOffTiles actionWithSize: ccg(x,y) duration:duration_];
id action = [self easeActionWithAction:toff];
[outScene_ runAction: [CCSequence actions: action,
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
[CCStopGrid action],
nil]
];

}
-(CCActionInterval*) easeActionWithAction:(CCActionInterval*)action
{
return action;
// return [EaseIn actionWithAction:action rate:2.0f];
}
@end

#pragma mark Split Transitions

//
// SplitCols Transition
//
@implementation CCTransitionSplitCols

-(void) onEnter
{
[super onEnter];

inScene_.visible = NO;

id split = [self action];
id seq = [CCSequence actions:
split,
[CCCallFunc actionWithTarget:self selector:@selector(hideOutShowIn)],
[split reverse],
nil
];
[self runAction: [CCSequence actions:
[self easeActionWithAction:seq],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
[CCStopGrid action],
nil]
];
}

-(CCActionInterval*) action
{
return [CCSplitCols actionWithCols:3 duration:duration_/2.0f];
}

-(CCActionInterval*) easeActionWithAction:(CCActionInterval*)action
{
return [CCEaseInOut actionWithAction:action rate:3.0f];
}
@end

//
// SplitRows Transition
//
@implementation CCTransitionSplitRows
-(CCActionInterval*) action
{
return [CCSplitRows actionWithRows:3 duration:duration_/2.0f];
}
@end

#pragma mark Fade Grid Transitions

//
// FadeTR Transition
//
@implementation CCTransitionFadeTR
-(void) sceneOrder
{
inSceneOnTop_ = NO;
}

-(void) onEnter
{
[super onEnter];

CGSize s = [[CCDirector sharedDirector] winSize];
float aspect = s.width / s.height;
int x = 12 * aspect;
int y = 12;

id action = [self actionWithSize:ccg(x,y)];

[outScene_ runAction: [CCSequence actions:
[self easeActionWithAction:action],
[CCCallFunc actionWithTarget:self selector:@selector(finish)],
[CCStopGrid action],
nil]
];
}

-(CCActionInterval*) actionWithSize: (ccGridSize) v
{
return [CCFadeOutTRTiles actionWithSize:v duration:duration_];
}

-(CCActionInterval*) easeActionWithAction:(CCActionInterval*)action
{
return action;
// return [EaseIn actionWithAction:action rate:2.0f];
}
@end

//
// FadeBL Transition
//
@implementation CCTransitionFadeBL
-(CCActionInterval*) actionWithSize: (ccGridSize) v
{
return [CCFadeOutBLTiles actionWithSize:v duration:duration_];
}
@end

//
// FadeUp Transition
//
@implementation CCTransitionFadeUp
-(CCActionInterval*) actionWithSize: (ccGridSize) v
{
return [CCFadeOutUpTiles actionWithSize:v duration:duration_];
}
@end

//
// FadeDown Transition
//
@implementation CCTransitionFadeDown
-(CCActionInterval*) actionWithSize: (ccGridSize) v
{
return [CCFadeOutDownTiles actionWithSize:v duration:duration_];
}
@end

generated by cgit-pink 1.4.1 (git 2.36.1) at 2025-04-07 09:52:15 +0000