SceneWithUtils.cpp
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//
// SceneWithUtils.cpp
// SteveMaggieCpp
//
// Created by Katarzyna Kalinowska-Górska on 11.05.2017.
//
//
#include <stdio.h>
#include "SceneWithUtils.h"
#include "TouchInterceptingLayer.h"
#include "GeometryUtils.h"
#include "MiscUtils.h"
bool SceneWithUtils::init()
{
if(!cocos2d::Scene::init())
{
return false;
}
_currentDialogView = NULL;
_currentLoadingView = NULL;
_dialogDismissCallback = [](){};
_dialogPresentCallback = [](){};
_scenePresentCallback = [](){};
_sceneDismissCallback = [](){};
_backgroundMusicFilePath = "";
_touchOutsideDismissesDialog = true;
return true;
}
void SceneWithUtils::onEnterTransitionDidFinish()
{
cocos2d::Scene::onEnterTransitionDidFinish();
_scenePresentCallback();
}
void SceneWithUtils::onExit()
{
cocos2d::Scene::onExit();
_sceneDismissCallback();
}
void SceneWithUtils::presentDialog(cocos2d::Node* dialogView, AnimationType presentAnimationType, AnimationType dismissAnimationType, const std::function<void()> presentCallback)
{
auto winSize = cocos2d::Director::getInstance()->getWinSize();
auto defaultDialogViewPosition = cocos2d::Point(winSize.width/2, winSize.height/2);
auto defaultDialogViewAnchorPoint = cocos2d::Point(0.5, 0.5);
this->presentDialog(dialogView, presentAnimationType, dismissAnimationType, defaultDialogViewPosition, defaultDialogViewAnchorPoint, presentCallback);
}
void SceneWithUtils::presentDialog(cocos2d::Node* dialogView, AnimationType presentAnimationType, AnimationType dismissAnimationType, cocos2d::Point dialogViewPosition, cocos2d::Point dialogViewAnchorPoint, const std::function<void()> presentCallback)
{
if(dialogView != NULL){
_dialogPresentCallback = presentCallback;
this->dismissCurrentDialog();
this->_currentDialogView = dialogView;
this->_dialogDismissAnimationType = dismissAnimationType;
auto dialogOverlayView = cocos2d::Layer::create();
auto interceptingLayer = TouchInterceptingLayer::create(cocos2d::Color4B(0,0,0,200));
dialogOverlayView->setAnchorPoint(dialogViewAnchorPoint);
dialogOverlayView->setPosition(dialogViewPosition);
dialogOverlayView->setIgnoreAnchorPointForPosition(false);
dialogOverlayView->addChild(interceptingLayer, 0);
dialogOverlayView->addChild(dialogView, 1);
this->addChild(dialogOverlayView);
dialogView->setIgnoreAnchorPointForPosition(false);
dialogView->setAnchorPoint(dialogViewAnchorPoint);
dialogView->setPosition(dialogViewPosition);
interceptingLayer->setOnTouchCallback([&](cocos2d::Touch* touch){
if(_touchOutsideDismissesDialog){
auto dialogViewBBToWorld = GeometryUtils::getBoundingBoxToWorld(_currentDialogView);
auto touchPointLocation = touch->getLocationInView();
if(!dialogViewBBToWorld.containsPoint(touchPointLocation)){
this->dismissCurrentDialog();
}
}
});
if(presentAnimationType == SceneWithUtils::AnimationType::NONE){
_dialogPresentCallback();
} else {
this->_animateDialogView(dialogOverlayView, presentAnimationType, _dialogPresentCallback);
}
}
}
void SceneWithUtils::dismissCurrentDialog()
{
this->dismissCurrentDialog(_dialogDismissCallback);
}
void SceneWithUtils::dismissCurrentDialog(const std::function<void()> dismissCallback)
{
if(this->_currentDialogView != NULL){
_dialogDismissCallback = dismissCallback;
_fullDismissCallback = [&](){
if(this->_currentDialogView){
this->removeChild(this->_currentDialogView->getParent());
this->_currentDialogView = NULL;
}
_dialogDismissCallback();
};
if(_dialogDismissAnimationType == SceneWithUtils::AnimationType::NONE){
_fullDismissCallback();
} else {
this->_animateDialogView(this->_currentDialogView->getParent(), this->_dialogDismissAnimationType, _fullDismissCallback);
}
}
}
void SceneWithUtils::presetDialogDismissCallback(const std::function<void()> dismissCallback)
{
_dialogDismissCallback = dismissCallback;
}
SceneWithUtils::AnimationType SceneWithUtils::animationTypeFromString(std::string animationType)
{
if(animationType == "SCALE_UP"){
return SCALE_UP;
}
else if(animationType == "SCALE_DOWN"){
return SCALE_DOWN;
} else if(animationType == "FADE_OUT"){
return FADE_OUT;
} else if(animationType == "FADE_IN"){
return FADE_IN;
}
return NONE;
}
void SceneWithUtils::setScenePresentCallback(std::function<void()> callback)
{
_scenePresentCallback = callback;
}
void SceneWithUtils::setSceneDismissCallback(std::function<void()> callback)
{
_sceneDismissCallback = callback;
}
///////////////////////////////////////
void SceneWithUtils::_animateDialogView(cocos2d::Node* dialogView, AnimationType animationType, const std::function<void()>& callback)
{
auto callbackAction = cocos2d::CallFunc::create([&](){
callback();
});
switch (animationType) {
case SCALE_UP:
dialogView->setScale(0);
dialogView->runAction(cocos2d::Sequence::create(cocos2d::ScaleTo::create(0.2, 1), callbackAction, nullptr));
break;
case SCALE_DOWN:
dialogView->setScale(1);
dialogView->runAction(cocos2d::Sequence::create(cocos2d::ScaleTo::create(0.2, 0), callbackAction, nullptr));
break;
case FADE_OUT:
dialogView->runAction(cocos2d::Sequence::create(cocos2d::FadeOut::create(MiscUtils::StandardAnimationTime), callbackAction, nullptr));
case FADE_IN:
dialogView->setOpacity(0);
dialogView->runAction(cocos2d::Sequence::create(cocos2d::FadeIn::create(MiscUtils::StandardAnimationTime), callbackAction, nullptr));
default:
dialogView->runAction(callbackAction);
break;
}
}