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.
   ****************************************************************************/
  
  /**
   *<p> A transition which peels back the bottom right hand corner of a scene<br/>
   * to transition to the scene beneath it simulating a page turn.<br/></p>
   *
   * <p>This uses a 3DAction so it's strongly recommended that depth buffering<br/>
   * is turned on in cc.director using:</p>
   *
   * <p>cc.director.setDepthBufferFormat(kDepthBuffer16);</p>
   * @class
   * @extends cc.TransitionScene
   * @param {Number} t time in seconds
   * @param {cc.Scene} scene
   * @param {Boolean} backwards
   * @example
   * var trans = new cc.TransitionPageTurn(t, scene, backwards);
   */
  cc.TransitionPageTurn = cc.TransitionScene.extend(/** @lends cc.TransitionPageTurn# */{
  
      /**
       * @param {Number} t time in seconds
       * @param {cc.Scene} scene
       * @param {Boolean} backwards
       */
      ctor: function (t, scene, backwards) {
          cc.TransitionScene.prototype.ctor.call(this);
          this._gridProxy = new cc.NodeGrid();
          this.initWithDuration(t, scene, backwards);
      },
  
      /**
       * @type Boolean
       */
      _back: true,
      _gridProxy: null,
      _className: "TransitionPageTurn",
  
      /**
       * Creates a base transition with duration and incoming scene.<br/>
       * If back is true then the effect is reversed to appear as if the incoming<br/>
       * scene is being turned from left over the outgoing scene.
       * @param {Number} t time in seconds
       * @param {cc.Scene} scene
       * @param {Boolean} backwards
       * @return {Boolean}
       */
      initWithDuration: function (t, scene, backwards) {
          // XXX: needed before [super init]
          this._back = backwards;
  
          if (cc.TransitionScene.prototype.initWithDuration.call(this, t, scene)) {
              // do something
          }
          return true;
      },
  
      /**
       * @param {cc.Size} vector
       * @return {cc.ReverseTime|cc.TransitionScene}
       */
      actionWithSize: function (vector) {
          if (this._back)
              return cc.reverseTime(cc.pageTurn3D(this._duration, vector));        // Get hold of the PageTurn3DAction
          else
              return cc.pageTurn3D(this._duration, vector);     // Get hold of the PageTurn3DAction
      },
  
      /**
       * custom on enter
       */
      onEnter: function () {
          cc.TransitionScene.prototype.onEnter.call(this);
          var winSize = cc.director.getWinSize();
          var x, y;
          if (winSize.width > winSize.height) {
              x = 16;
              y = 12;
          } else {
              x = 12;
              y = 16;
          }
  
          var action = this.actionWithSize(cc.size(x, y)), gridProxy = this._gridProxy;
  
          if (!this._back) {
              gridProxy.setTarget(this._outScene);
              gridProxy._performRecursive(cc.Node._stateCallbackType.onEnter);
              gridProxy.runAction(cc.sequence(action, cc.callFunc(this.finish, this), cc.stopGrid()));
          } else {
              gridProxy.setTarget(this._inScene);
              gridProxy._performRecursive(cc.Node._stateCallbackType.onEnter);
              // to prevent initial flicker
              this._inScene.visible = false;
              gridProxy.runAction(
                  cc.sequence(action, cc.callFunc(this.finish, this), cc.stopGrid())
              );
              this._inScene.runAction(cc.show());
          }
      },
  
      visit: function () {
          //cc.TransitionScene.prototype.visit.call(this);
          if (this._back)
              this._outScene.visit();
          else
              this._inScene.visit();
          this._gridProxy.visit();
      },
  
      _sceneOrder: function () {
          this._isInSceneOnTop = this._back;
      }
  });
  
  /**
   * Creates a base transition with duration and incoming scene.<br/>
   * If back is true then the effect is reversed to appear as if the incoming<br/>
   * scene is being turned from left over the outgoing scene.
   * @deprecated since v3.0,please use new cc.TransitionPageTurn(t, scene, backwards) instead.
   * @param {Number} t time in seconds
   * @param {cc.Scene} scene
   * @param {Boolean} backwards
   * @return {cc.TransitionPageTurn}
   */
  cc.TransitionPageTurn.create = function (t, scene, backwards) {
      return new cc.TransitionPageTurn(t, scene, backwards);
  };
  