CCTransitionProgress
#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);
CCTransitionProgress();
virtual void onEnter();
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__ */
浙公网安备 33010602011771号