summary refs log tree commit diff stats
path: root/libs/cocos2d/CCTransition.m
blob: 22eed50b4eec8a7cbb9e71a27a6e4b69ee2ac61a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
/*
 * 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