Axmol Engine 2.4.0-258ceca
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A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn. More...
#include <TransitionPageTurn.h>
Inherits TransitionScene.
Public Member Functions | |
virtual void | draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override |
Override this method to draw your own node. | |
bool | initWithDuration (float t, Scene *scene, bool backwards) |
Creates a base transition with duration and incoming scene. | |
ActionInterval * | actionWithSize (const Vec2 &vector) |
Returns the action that will be performed with size. | |
virtual void | onEnter () override |
Event callback that is invoked every time when Node enters the 'stage'. | |
virtual void | onExit () override |
Event callback that is invoked every time the Node leaves the 'stage'. | |
TransitionPageTurn () | |
@js ctor | |
virtual | ~TransitionPageTurn () |
@js NA @lua NA | |
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void | finish () |
Called after a transition finishes. | |
void | hideOutShowIn () |
Used by some transitions to hide the outer scene. | |
virtual void | cleanup () override |
Stops all running actions and schedulers. | |
bool | initWithDuration (float t, Scene *scene) |
initializes a transition with duration and incoming scene | |
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virtual std::string | getDescription () const override |
Gets the description string. | |
const std::vector< Camera * > & | getCameras () |
Get all cameras. | |
Camera * | getDefaultCamera () const |
Get the default camera. | |
const std::vector< BaseLight * > & | getLights () const |
Get lights. | |
virtual void | render (Renderer *renderer, const Mat4 &eyeTransform, const Mat4 *eyeProjection=nullptr) |
Render the scene. | |
void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override |
Visits this node's children and draw them recursively. | |
virtual void | removeAllChildren () override |
override function | |
virtual void | addChild (Node *child) |
Adds a child to the container with z-order as 0. | |
virtual void | addChild (Node *child, int localZOrder) |
Adds a child to the container with a local z-order. | |
virtual void | addChild (Node *child, int localZOrder, int tag) |
Adds a child to the container with z order and tag. | |
virtual void | addChild (Node *child, int localZOrder, std::string_view name) |
Adds a child to the container with z order and tag. | |
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virtual bool | isRunning () const |
Returns whether or not the node is "running". | |
void | scheduleUpdateWithPriorityLua (int handler, int priority) |
Schedules for lua script. | |
virtual Scene * | getScene () const |
Returns the Scene that contains the Node. | |
virtual Rect | getBoundingBox () const |
Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. | |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
Set event dispatcher for scene. | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher of scene. | |
virtual uint8_t | getOpacity () const |
Return the node's opacity. | |
virtual uint8_t | getDisplayedOpacity () const |
Return the node's display opacity. | |
virtual void | setOpacity (uint8_t opacity) |
Change node opacity. | |
virtual void | updateDisplayedOpacity (uint8_t parentOpacity) |
Update the displayed opacity of node with it's parent opacity;. | |
virtual bool | isCascadeOpacityEnabled () const |
Whether cascadeOpacity is enabled or not. | |
virtual void | setCascadeOpacityEnabled (bool cascadeOpacityEnabled) |
Change node's cascadeOpacity property. | |
virtual const Color3B & | getColor () const |
Query node's color value. | |
virtual const Color3B & | getDisplayedColor () const |
Query node's displayed color. | |
virtual void | setColor (const Color3B &color) |
Change the color of node. | |
virtual void | updateDisplayedColor (const Color3B &parentColor) |
Update node's displayed color with its parent color. | |
virtual bool | isCascadeColorEnabled () const |
Query whether cascadeColor is enabled or not. | |
virtual void | setCascadeColorEnabled (bool cascadeColorEnabled) |
If you want node's color affect the children node's color, then set it to true. | |
virtual void | setOpacityModifyRGB (bool value) |
If you want the opacity affect the color property, then set to true. | |
virtual bool | isOpacityModifyRGB () const |
If node opacity will modify the RGB color value, then you should override this method and return true. | |
void | setOnEnterCallback (const std::function< void()> &callback) |
Set the callback of event onEnter. | |
const std::function< void()> & | getOnEnterCallback () const |
Get the callback of event onEnter. | |
void | setOnExitCallback (const std::function< void()> &callback) |
Set the callback of event onExit. | |
const std::function< void()> & | getOnExitCallback () const |
Get the callback of event onExit. | |
void | setOnEnterTransitionDidFinishCallback (const std::function< void()> &callback) |
Set the callback of event EnterTransitionDidFinish. | |
const std::function< void()> & | getOnEnterTransitionDidFinishCallback () const |
Get the callback of event EnterTransitionDidFinish. | |
void | setOnExitTransitionDidStartCallback (const std::function< void()> &callback) |
Set the callback of event ExitTransitionDidStart. | |
const std::function< void()> & | getOnExitTransitionDidStartCallback () const |
Get the callback of event ExitTransitionDidStart. | |
unsigned short | getCameraMask () const |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true | |
virtual void | setCameraMask (unsigned short mask, bool applyChildren=true) |
Modify the camera mask for current node. | |
void | applyMaskOnEnter (bool applyChildren) |
Should addChild() make the child follow it's parent's mask? | |
virtual bool | setProgramState (backend::ProgramState *programState, bool ownPS=false) |
Sets ProgramState with retain. | |
backend::ProgramState * | setProgramStateByProgramId (uint64_t progId) |
Sets ProgramState by programId. | |
virtual void | setLocalZOrder (int localZOrder) |
LocalZOrder is the 'key' used to sort the node relative to its siblings. | |
void | updateOrderOfArrival () |
! | |
virtual int | getLocalZOrder () const |
Gets the local Z order of this node. | |
virtual void | setGlobalZOrder (float globalZOrder) |
Defines the order in which the nodes are renderer. | |
virtual float | getGlobalZOrder () const |
Returns the Node's Global Z Order. | |
virtual void | setScaleX (float scaleX) |
Sets the scale (x) of the node. | |
virtual float | getScaleX () const |
Returns the scale factor on X axis of this node. | |
virtual void | setScaleY (float scaleY) |
Sets the scale (y) of the node. | |
virtual float | getScaleY () const |
Returns the scale factor on Y axis of this node. | |
virtual void | setScaleZ (float scaleZ) |
Changes the scale factor on Z axis of this node. | |
virtual float | getScaleZ () const |
Returns the scale factor on Z axis of this node. | |
virtual void | setScale (float scale) |
Sets the scale (x,y,z) of the node. | |
virtual float | getScale () const |
Gets the scale factor of the node, when X and Y have the same scale factor. | |
virtual void | setScale (float scaleX, float scaleY) |
Sets the scale (x,y) of the node. | |
virtual void | setPosition (const Vec2 &position) |
Sets the position (x,y) of the node in its parent's coordinate system. | |
virtual void | setPositionNormalized (const Vec2 &position) |
Sets the position (x,y) using values between 0 and 1. | |
virtual const Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. | |
virtual const Vec2 & | getPositionNormalized () const |
Returns the normalized position. | |
virtual void | setPosition (float x, float y) |
Sets the position (x,y) of the node in its parent's coordinate system. | |
virtual void | getPosition (float *x, float *y) const |
Gets position in a more efficient way, returns two number instead of a Vec2 object. | |
virtual void | setPositionX (float x) |
Gets/Sets x or y coordinate individually for position. | |
virtual float | getPositionX () const |
Gets the x coordinate of the node in its parent's coordinate system. | |
virtual void | setPositionY (float y) |
Sets the y coordinate of the node in its parent's coordinate system. | |
virtual float | getPositionY () const |
Gets the y coordinate of the node in its parent's coordinate system. | |
virtual void | setPosition3D (const Vec3 &position) |
Sets the position (X, Y, and Z) in its parent's coordinate system. | |
virtual Vec3 | getPosition3D () const |
Returns the position (X,Y,Z) in its parent's coordinate system. | |
virtual void | setPositionZ (float positionZ) |
Sets the 'z' coordinate in the position. | |
virtual float | getPositionZ () const |
Gets position Z coordinate of this node. | |
virtual void | setSkewX (float skewX) |
Changes the X skew angle of the node in degrees. | |
virtual float | getSkewX () const |
Returns the X skew angle of the node in degrees. | |
virtual void | setSkewY (float skewY) |
Changes the Y skew angle of the node in degrees. | |
virtual float | getSkewY () const |
Returns the Y skew angle of the node in degrees. | |
virtual void | setAnchorPoint (const Vec2 &anchorPoint) |
Sets the anchor point in percent. | |
virtual const Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. | |
virtual void | setContentSize (const Vec2 &contentSize) |
Sets the untransformed size of the node. | |
virtual const Vec2 & | getContentSize () const |
Returns the untransformed size of the node. | |
virtual bool | hitTest (const Vec2 &worldPoint) const |
The basic node hit test, since axmol-1.0. | |
virtual void | setVisible (bool visible) |
Sets whether the node is visible. | |
virtual bool | isVisible () const |
Determines if the node is visible. | |
virtual void | setRotation (float rotation) |
Sets the rotation (angle) of the node in degrees. | |
virtual float | getRotation () const |
Returns the rotation of the node in degrees. | |
virtual void | setRotation3D (const Vec3 &rotation) |
Sets the rotation (X,Y,Z) in degrees. | |
virtual Vec3 | getRotation3D () const |
Returns the rotation (X,Y,Z) in degrees. | |
virtual void | setRotationQuat (const Quaternion &quat) |
Set rotation by quaternion. | |
virtual Quaternion | getRotationQuat () const |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. | |
virtual void | setRotationSkewX (float rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. | |
virtual float | getRotationSkewX () const |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. | |
virtual void | setRotationSkewY (float rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. | |
virtual float | getRotationSkewY () const |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. | |
virtual void | setIgnoreAnchorPointForPosition (bool ignore) |
Sets whether the anchor point will be (0,0) when you position this node. | |
virtual bool | isIgnoreAnchorPointForPosition () const |
Gets whether the anchor point will be (0,0) when you position this node. | |
virtual int | getTag () const |
Returns a tag that is used to identify the node easily. | |
virtual void | setTag (int tag) |
Changes the tag that is used to identify the node easily. | |
virtual std::string_view | getName () const |
Returns a string that is used to identify the node. | |
virtual void | setName (std::string_view name) |
Changes the name that is used to identify the node easily. | |
virtual void * | getUserData () |
Returns a custom user data pointer. | |
virtual const void * | getUserData () const |
@lua NA | |
virtual void | setUserData (void *userData) |
Sets a custom user data pointer. | |
virtual Object * | getUserObject () |
Returns a user assigned Object. | |
virtual const Object * | getUserObject () const |
@lua NA | |
virtual void | setUserObject (Object *userObject) |
Returns a user assigned Object. | |
virtual void | onEnterTransitionDidFinish () |
Event callback that is invoked when the Node enters in the 'stage'. | |
virtual void | onExitTransitionDidStart () |
Event callback that is called every time the Node leaves the 'stage'. | |
virtual void | setActionManager (ActionManager *actionManager) |
Sets the ActionManager object that is used by all actions. | |
virtual ActionManager * | getActionManager () |
Gets the ActionManager object that is used by all actions. | |
virtual Action * | runAction (Action *action) |
Executes an action, and returns the action that is executed. | |
void | stopAllActions () |
Stops and removes all actions from the running action list . | |
void | stopAction (Action *action) |
Stops and removes an action from the running action list. | |
void | stopActionByTag (int tag) |
Removes an action from the running action list by its tag. | |
void | stopAllActionsByTag (int tag) |
Removes all actions from the running action list by its tag. | |
void | stopActionsByFlags (unsigned int flags) |
Removes all actions from the running action list by its flags. | |
Action * | getActionByTag (int tag) |
Gets an action from the running action list by its tag. | |
ssize_t | getNumberOfRunningActions () const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). | |
ssize_t | getNumberOfRunningActionsByTag (int tag) const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag. | |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. | |
virtual Scheduler * | getScheduler () |
Gets a Scheduler object. | |
bool | isScheduled (SEL_SCHEDULE selector) const |
Checks whether a selector is scheduled. | |
bool | isScheduled (std::string_view key) const |
Checks whether a lambda function is scheduled. | |
void | scheduleUpdate () |
Schedules the "update" method. | |
void | scheduleUpdateWithPriority (int priority) |
Schedules the "update" method with a custom priority. | |
void | schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay) |
Schedules a custom selector. | |
void | schedule (SEL_SCHEDULE selector, float interval) |
Schedules a custom selector with an interval time in seconds. | |
void | scheduleOnce (SEL_SCHEDULE selector, float delay) |
Schedules a selector that runs only once, with a delay of 0 or larger. | |
void | scheduleOnce (const std::function< void(float)> &callback, float delay, std::string_view key) |
Schedules a lambda function that runs only once, with a delay of 0 or larger. | |
void | schedule (SEL_SCHEDULE selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame. | |
void | schedule (const std::function< void(float)> &callback, std::string_view key) |
Schedules a lambda function. | |
void | schedule (const std::function< void(float)> &callback, float interval, std::string_view key) |
Schedules a lambda function. | |
void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, std::string_view key) |
Schedules a lambda function. | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. | |
void | unschedule (std::string_view key) |
Unschedules a lambda function. | |
void | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. | |
virtual void | resume () |
Resumes all scheduled selectors, actions and event listeners. | |
virtual void | pause () |
Pauses all scheduled selectors, actions and event listeners. | |
virtual void | update (float delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
virtual void | updateTransform () |
Calls children's updateTransform() method recursively. | |
virtual const Mat4 & | getNodeToParentTransform () const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. | |
virtual Mat4 | getNodeToParentTransform (Node *ancestor) const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. | |
virtual AffineTransform | getNodeToParentAffineTransform (Node *ancestor) const |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. | |
virtual void | setNodeToParentTransform (const Mat4 &transform) |
Sets the transformation matrix manually. | |
virtual const Mat4 & | getParentToNodeTransform () const |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. | |
virtual Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. | |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. | |
Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. | |
Vec2 | convertToWorldSpace (const Vec2 &nodePoint) const |
Converts a Vec2 to world space coordinates. | |
Vec2 | convertToNodeSpaceAR (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. | |
Vec2 | convertToWorldSpaceAR (const Vec2 &nodePoint) const |
Converts a local Vec2 to world space coordinates.The result is in Points. | |
Vec2 | convertTouchToNodeSpace (Touch *touch) const |
convenience methods which take a Touch instead of Vec2. | |
Vec2 | convertTouchToNodeSpaceAR (Touch *touch) const |
converts a Touch (world coordinates) into a local coordinate. | |
Vec2 | getWorldPosition () const |
Gets position of node in world space. | |
void | setWorldPosition (const Vec2 &position) |
Sets position of node in world space. | |
void | setAdditionalTransform (const Mat4 *additionalTransform) |
Sets an additional transform matrix to the node. | |
Component * | getComponent (std::string_view name) |
Gets a component by its name. | |
virtual bool | addComponent (Component *component) |
Adds a component. | |
virtual bool | removeComponent (std::string_view name) |
Removes a component by its name. | |
virtual bool | removeComponent (Component *component) |
Removes a component by its pointer. | |
virtual void | removeAllComponents () |
Removes all components. | |
virtual Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. | |
template<typename T> | |
T | getChildByTag (int tag) const |
Gets a child from the container with its tag that can be cast to Type T. | |
virtual Node * | getChildByName (std::string_view name) const |
Gets a child from the container with its name. | |
template<typename T> | |
T | getChildByName (std::string_view name) const |
Gets a child from the container with its name that can be cast to Type T. | |
virtual void | enumerateChildren (std::string_view name, std::function< bool(Node *node)> callback) const |
Search the children of the receiving node to perform processing for nodes which share a name. | |
virtual Vector< Node * > & | getChildren () |
Returns the array of the node's children. | |
virtual ssize_t | getChildrenCount () const |
Returns the amount of children. | |
virtual void | setParent (Node *parent) |
Sets the parent node. | |
virtual Node * | getParent () |
Returns a pointer to the parent node. | |
virtual void | removeFromParent () |
Removes this node itself from its parent node with a cleanup. | |
virtual void | removeFromParentAndCleanup (bool cleanup) |
Removes this node itself from its parent node. | |
virtual void | removeChild (Node *child, bool cleanup=true) |
Removes a child from the container. | |
virtual void | removeChildByTag (int tag, bool cleanup=true) |
Removes a child from the container by tag value. | |
virtual void | removeChildByName (std::string_view name, bool cleanup=true) |
Removes a child from the container by tag value. | |
virtual void | removeAllChildrenWithCleanup (bool cleanup) |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. | |
virtual void | reorderChild (Node *child, int localZOrder) |
Reorders a child according to a new z value. | |
virtual void | sortAllChildren () |
Sorts the children array once before drawing, instead of every time when a child is added or reordered. | |
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void | retain () |
Retains the ownership. | |
void | release () |
Releases the ownership immediately. | |
Object * | autorelease () |
Releases the ownership sometime soon automatically. | |
unsigned int | getReferenceCount () const |
Returns the Object's current reference count. | |
virtual | ~Object () |
Destructor. | |
Static Public Member Functions | |
static TransitionPageTurn * | create (float t, Scene *scene, bool backwards) |
Creates a base transition with duration and incoming scene. | |
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static TransitionScene * | create (float t, Scene *scene) |
Creates a base transition with duration and incoming scene. | |
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static Scene * | create () |
Creates a new Scene object. | |
static Scene * | createWithSize (const Vec2 &size) |
Creates a new Scene object with a predefined size. | |
static Node * | create () |
Allocates and initializes a node. | |
static int | getAttachedNodeCount () |
Gets count of nodes those are attached to scene graph. | |
template<typename _T> | |
static void | sortNodes (ax::Vector< _T * > &nodes) |
Sorts helper function. | |
Additional Inherited Members | |
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enum class | Orientation { LEFT_OVER = 0 , RIGHT_OVER = 1 , UP_OVER = 0 , DOWN_OVER = 1 } |
Orientation Type used by some transitions. More... | |
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unsigned int | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
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static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn.
This uses a 3DAction so it's strongly recommended that depth buffering is turned on in Director using:
Director::getInstance()->setDepthBufferFormat(kDepthBuffer16);
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static |
Creates a base transition with duration and incoming scene.
If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene.
t | Duration time, in seconds. |
scene | A given scene. |
backwards | If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene. |
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overridevirtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.renderer | A given renderer. |
transform | A transform matrix. |
flags | Renderer flag. |
Reimplemented from TransitionScene.
bool initWithDuration | ( | float | t, |
Scene * | scene, | ||
bool | backwards ) |
Creates a base transition with duration and incoming scene.
If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene.
t | Duration time, in seconds. |
scene | A given scene. |
backwards | If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene. |
ActionInterval * actionWithSize | ( | const Vec2 & | vector | ) |
Returns the action that will be performed with size.
vector | A given size. |
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overridevirtual |
Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter(). @lua NA
Reimplemented from TransitionScene.
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overridevirtual |
Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit(). @lua NA
Reimplemented from TransitionScene.