/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2009 Lam Pham Copyright (c) 2012 Ricardo Quesada http://www.cocos2d-x.org 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. ****************************************************************************/ #ifndef __CCTRANSITIONPROGRESS_H__ #define __CCTRANSITIONPROGRESS_H__ #include "CCTransition.h" NS_CC_BEGIN class CCProgressTimer; class CCRenderTexture; /** * @addtogroup transition * @{ */ class CC_DLL CCTransitionProgress : public CCTransitionScene { public: static CCTransitionProgress* create(float t, CCScene* scene); /** * @js ctor */ CCTransitionProgress(); /** * @js NA * @lua NA */ virtual void onEnter(); /** * @js NA * @lua NA */ virtual void onExit(); protected: virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture); virtual void setupTransition(); virtual void sceneOrder(); float m_fTo; float m_fFrom; CCScene* m_pSceneToBeModified; }; /** CCTransitionRadialCCW transition. A counter clock-wise radial transition to the next scene */ class CC_DLL CCTransitionProgressRadialCCW : public CCTransitionProgress { public: static CCTransitionProgressRadialCCW* create(float t, CCScene* scene); protected: virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture); }; /** CCTransitionRadialCW transition. A counter clock-wise radial transition to the next scene */ class CC_DLL CCTransitionProgressRadialCW : public CCTransitionProgress { public: static CCTransitionProgressRadialCW* create(float t, CCScene* scene); protected: virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture); }; /** CCTransitionProgressHorizontal transition. A clock-wise radial transition to the next scene */ class CC_DLL CCTransitionProgressHorizontal : public CCTransitionProgress { public: static CCTransitionProgressHorizontal* create(float t, CCScene* scene); protected: virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture); }; class CC_DLL CCTransitionProgressVertical : public CCTransitionProgress { public: static CCTransitionProgressVertical* create(float t, CCScene* scene); protected: virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture); }; class CC_DLL CCTransitionProgressInOut : public CCTransitionProgress { public: static CCTransitionProgressInOut* create(float t, CCScene* scene); protected: virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture); virtual void sceneOrder(); virtual void setupTransition(); }; class CC_DLL CCTransitionProgressOutIn : public CCTransitionProgress { public: static CCTransitionProgressOutIn* create(float t, CCScene* scene); protected: virtual CCProgressTimer* progressTimerNodeWithRenderTexture(CCRenderTexture* texture); }; // end of transition group /// @} NS_CC_END #endif /* __CCTRANSITIONPROGRESS_H__ */