text: /****************************************************************************
   Copyright (c) 2008-2010 Ricardo Quesada
   Copyright (c) 2011-2012 cocos2d-x.org
   Copyright (c) 2013-2014 Chukong Technologies Inc.
  
   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.
   ****************************************************************************/
  
  /**
   * tag for scene redial
   * @constant
   * @type Number
   */
  cc.SCENE_RADIAL = 0xc001;
  
  /**
   * cc.TransitionProgress transition.
   * @class
   * @extends cc.TransitionScene
   */
  cc.TransitionProgress = cc.TransitionScene.extend(/** @lends cc.TransitionProgress# */{
      _to:0,
      _from:0,
      _sceneToBeModified:null,
      _className:"TransitionProgress",
  
      /**
       * @constructor
       * @param {Number} t time
       * @param {cc.Scene} scene
       */
      ctor:function (t, scene) {
          cc.TransitionScene.prototype.ctor.call(this);
          scene && this.initWithDuration(t, scene);
      },
  
  	_setAttrs: function(node, x, y) {
  		node.attr({
  			x: x,
  			y: y,
  			anchorX: 0.5,
  			anchorY: 0.5
  		});
  	},
  
      /**
       * @override
       */
      onEnter:function () {
          cc.TransitionScene.prototype.onEnter.call(this);
          this._setupTransition();
  
          // create a transparent color layer
          // in which we are going to add our rendertextures
          var winSize = cc.director.getWinSize();
  
          // create the second render texture for outScene
          var texture = cc.RenderTexture.create(winSize.width, winSize.height);
          texture.sprite.anchorX = 0.5;
  	    texture.sprite.anchorY = 0.5;
          this._setAttrs(texture, winSize.width / 2, winSize.height / 2);
  
          // render outScene to its texturebuffer
          texture.clear(0, 0, 0, 1);
          texture.begin();
          this._sceneToBeModified.visit();
          texture.end();
  
          //    Since we've passed the outScene to the texture we don't need it.
          if (this._sceneToBeModified == this._outScene)
              this.hideOutShowIn();
  
          //    We need the texture in RenderTexture.
          var pNode = this._progressTimerNodeWithRenderTexture(texture);
  
          // create the blend action
          var layerAction = cc.sequence(
              cc.progressFromTo(this._duration, this._from, this._to),
              cc.callFunc(this.finish, this));
          // run the blend action
          pNode.runAction(layerAction);
  
          // add the layer (which contains our two rendertextures) to the scene
          this.addChild(pNode, 2, cc.SCENE_RADIAL);
      },
  
      /**
       * @override
       */
      onExit:function () {
          // remove our layer and release all containing objects
          this.removeChildByTag(cc.SCENE_RADIAL, true);
          cc.TransitionScene.prototype.onExit.call(this);
      },
  
      _setupTransition:function () {
          this._sceneToBeModified = this._outScene;
          this._from = 100;
          this._to = 0;
      },
  
      _progressTimerNodeWithRenderTexture:function (texture) {
          cc.log("cc.TransitionProgress._progressTimerNodeWithRenderTexture(): should be overridden in subclass");
          return null;
      },
  
      _sceneOrder:function () {
          this._isInSceneOnTop = false;
      }
  });
  
  /**
   * create a cc.TransitionProgress object
   * @deprecated
   * @function
   * @param {Number} t time
   * @param {cc.Scene} scene
   * @return {cc.TransitionProgress}
   */
  cc.TransitionProgress.create = function (t, scene) {
      return new cc.TransitionProgress(t, scene);
  };
  
  /**
   *  cc.TransitionRadialCCW transition.<br/>
   *  A counter clock-wise radial transition to the next scene
   * @class
   * @extends cc.TransitionProgress
   */
  cc.TransitionProgressRadialCCW = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressRadialCCW# */{
  
      /**
       * @constructor
       * @param {Number} t time
       * @param {cc.Scene} scene
       */
      ctor:function (t, scene) {
          cc.TransitionProgress.prototype.ctor.call(this);
          scene && this.initWithDuration(t, scene);
      },
  
      _progressTimerNodeWithRenderTexture:function (texture) {
          var size = cc.director.getWinSize();
  
          var pNode = cc.ProgressTimer.create(texture.sprite);
  
          // but it is flipped upside down so we flip the sprite
          if (cc._renderType === cc._RENDER_TYPE_WEBGL)
              pNode.sprite.flippedY = true;
          pNode.type = cc.ProgressTimer.TYPE_RADIAL;
  
          //    Return the radial type that we want to use
          pNode.reverseDir = false;
          pNode.percentage = 100;
          this._setAttrs(pNode, size.width / 2, size.height / 2);
  
          return pNode;
      }
  });
  
  /**
   * create a cc.TransitionProgressRadialCCW object
   * @function
   * @deprecated
   * @param {Number} t time
   * @param {cc.Scene} scene
   * @return {cc.TransitionProgressRadialCCW}
   */
  cc.TransitionProgressRadialCCW.create = function (t, scene) {
      return new cc.TransitionProgressRadialCCW(t, scene);
  };
  
  /**
   * cc.TransitionRadialCW transition.<br/>
   * A counter colock-wise radial transition to the next scene
   * @class
   * @extends cc.TransitionProgress
   */
  cc.TransitionProgressRadialCW = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressRadialCW# */{
      /**
       * @constructor
       * @param {Number} t time
       * @param {cc.Scene} scene
       */
      ctor:function (t, scene) {
          cc.TransitionProgress.prototype.ctor.call(this);
          scene && this.initWithDuration(t, scene);
      },
  
      _progressTimerNodeWithRenderTexture:function (texture) {
          var size = cc.director.getWinSize();
  
          var pNode = cc.ProgressTimer.create(texture.sprite);
  
          // but it is flipped upside down so we flip the sprite
          if (cc._renderType === cc._RENDER_TYPE_WEBGL)
              pNode.sprite.flippedY = true;
          pNode.type = cc.ProgressTimer.TYPE_RADIAL;
  
          //    Return the radial type that we want to use
          pNode.reverseDir = true;
          pNode.percentage = 100;
          this._setAttrs(pNode, size.width / 2, size.height / 2);
  
          return pNode;
      }
  });
  
  /**
   * create a cc.TransitionProgressRadialCW object
   * @function
   * @deprecated
   * @param {Number} t time
   * @param {cc.Scene} scene
   * @return {cc.TransitionProgressRadialCW}
   */
  cc.TransitionProgressRadialCW.create = function (t, scene) {
      var tempScene = new cc.TransitionProgressRadialCW();
      if ((tempScene != null) && (tempScene.initWithDuration(t, scene))) {
          return tempScene;
      }
      return new cc.TransitionProgressRadialCW(t, scene);
  };
  
  /**
   * cc.TransitionProgressHorizontal transition.<br/>
   * A  colock-wise radial transition to the next scene
   * @class
   * @extends cc.TransitionProgress
   */
  cc.TransitionProgressHorizontal = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressHorizontal# */{
      /**
       * @constructor
       * @param {Number} t time
       * @param {cc.Scene} scene
       */
      ctor:function (t, scene) {
          cc.TransitionProgress.prototype.ctor.call(this);
          scene && this.initWithDuration(t, scene);
      },
  
      _progressTimerNodeWithRenderTexture:function (texture) {
          var size = cc.director.getWinSize();
  
          var pNode = cc.ProgressTimer.create(texture.sprite);
  
          // but it is flipped upside down so we flip the sprite
          if (cc._renderType === cc._RENDER_TYPE_WEBGL)
              pNode.sprite.flippedY = true;
          pNode.type = cc.ProgressTimer.TYPE_BAR;
  
          pNode.midPoint = cc.p(1, 0);
          pNode.barChangeRate = cc.p(1, 0);
  
          pNode.percentage = 100;
          this._setAttrs(pNode, size.width / 2, size.height / 2);
  
          return pNode;
      }
  });
  
  /**
   * create a cc.TransitionProgressHorizontal object
   * @function
   * @deprecated
   * @param {Number} t time
   * @param {cc.Scene} scene
   * @return {cc.TransitionProgressHorizontal}
   */
  cc.TransitionProgressHorizontal.create = function (t, scene) {
      return new cc.TransitionProgressHorizontal(t, scene);
  };
  
  /**
   * cc.TransitionProgressVertical transition.
   * @class
   * @extends cc.TransitionProgress
   */
  cc.TransitionProgressVertical = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressVertical# */{
  
      /**
       * @constructor
       * @param {Number} t time
       * @param {cc.Scene} scene
       */
      ctor:function (t, scene) {
          cc.TransitionProgress.prototype.ctor.call(this);
          scene && this.initWithDuration(t, scene);
      },
  
      _progressTimerNodeWithRenderTexture:function (texture) {
          var size = cc.director.getWinSize();
  
          var pNode = cc.ProgressTimer.create(texture.sprite);
  
          // but it is flipped upside down so we flip the sprite
          if (cc._renderType === cc._RENDER_TYPE_WEBGL)
              pNode.sprite.flippedY = true;
          pNode.type = cc.ProgressTimer.TYPE_BAR;
  
          pNode.midPoint = cc.p(0, 0);
          pNode.barChangeRate = cc.p(0, 1);
  
          pNode.percentage = 100;
          this._setAttrs(pNode, size.width / 2, size.height / 2);
  
          return pNode;
      }
  });
  
  /**
   * create a cc.TransitionProgressVertical object
   * @function
   * @deprecated
   * @param {Number} t time
   * @param {cc.Scene} scene
   * @return {cc.TransitionProgressVertical}
   */
  cc.TransitionProgressVertical.create = function (t, scene) {
      return new cc.TransitionProgressVertical(t, scene);
  };
  
  /**
   * cc.TransitionProgressInOut transition.
   * @class
   * @extends cc.TransitionProgress
   */
  cc.TransitionProgressInOut = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressInOut# */{
  
      /**
       * @constructor
       * @param {Number} t time
       * @param {cc.Scene} scene
       */
      ctor:function (t, scene) {
          cc.TransitionProgress.prototype.ctor.call(this);
          scene && this.initWithDuration(t, scene);
      },
  
      _progressTimerNodeWithRenderTexture:function (texture) {
          var size = cc.director.getWinSize();
          var pNode = cc.ProgressTimer.create(texture.sprite);
  
          // but it is flipped upside down so we flip the sprite
          if (cc._renderType === cc._RENDER_TYPE_WEBGL)
              pNode.sprite.flippedY = true;
          pNode.type = cc.ProgressTimer.TYPE_BAR;
  
          pNode.midPoint = cc.p(0.5, 0.5);
          pNode.barChangeRate = cc.p(1, 1);
  
          pNode.percentage = 0;
          this._setAttrs(pNode, size.width / 2, size.height / 2);
  
          return pNode;
      },
      _sceneOrder:function () {
          this._isInSceneOnTop = false;
      },
      _setupTransition:function () {
          this._sceneToBeModified = this._inScene;
          this._from = 0;
          this._to = 100;
      }
  });
  
  /**
   * create a cc.TransitionProgressInOut object
   * @function
   * @deprecated
   * @param {Number} t time
   * @param {cc.Scene} scene
   * @return {cc.TransitionProgressInOut}
   */
  cc.TransitionProgressInOut.create = function (t, scene) {
      return new cc.TransitionProgressInOut(t, scene);
  };
  
  /**
   * cc.TransitionProgressOutIn transition.
   * @class
   * @extends cc.TransitionProgress
   */
  cc.TransitionProgressOutIn = cc.TransitionProgress.extend(/** @lends cc.TransitionProgressOutIn# */{
  
      /**
       * @constructor
       * @param {Number} t time
       * @param {cc.Scene} scene
       */
      ctor:function (t, scene) {
          cc.TransitionProgress.prototype.ctor.call(this);
          scene && this.initWithDuration(t, scene);
      },
      
      _progressTimerNodeWithRenderTexture:function (texture) {
          var size = cc.director.getWinSize();
          var pNode = cc.ProgressTimer.create(texture.sprite);
  
          // but it is flipped upside down so we flip the sprite
          if (cc._renderType === cc._RENDER_TYPE_WEBGL)
              pNode.sprite.flippedY = true;
          pNode.type = cc.ProgressTimer.TYPE_BAR;
  
          pNode.midPoint = cc.p(0.5, 0.5);
          pNode.barChangeRate = cc.p(1, 1);
  
          pNode.percentage = 100;
          this._setAttrs(pNode, size.width / 2, size.height / 2);
  
          return pNode;
      }
  });
  
  /**
   * create a cc.TransitionProgressOutIn object
   * @function
   * @deprecated
   * @param {Number} t time
   * @param {cc.Scene} scene
   * @return {cc.TransitionProgressOutIn}
   */
  cc.TransitionProgressOutIn.create = function (t, scene) {
      return new cc.TransitionProgressOutIn(t, scene);
  };
  