// 慢慢淡化到另一场景
TransitionCrossFade::create(float t, cocos2d::Scene* scene);
// 本场景变暗消失后另一场景慢慢出现
TransitionFade::create(float duration, cocos2d::Scene* scene);
// 本场景右上角到左下角方块消失到另一场景
TransitionFadeBL::create(float t, cocos2d::Scene* scene);
//本场景从上到下横条消失到另一场景
TransitionFadeDown::create(float t, cocos2d::Scene* scene);
//本场景左下角到右上角方块消失到另一场景
TransitionFadeTR::create(float t, cocos2d::Scene* scene);
//本场景从下到上横条消失到另一场景
TransitionFadeUp::create(float t, cocos2d::Scene* scene);
//本场景翻转消失到另一场景(斜上方)
TransitionFlipAngular::create(float t, cocos2d::Scene* s, cocos2d::TransitionScene::Orientation o);
//本场景翻转消失到另一场景(X轴)
TransitionFlipX::create(float t, cocos2d::Scene* s, cocos2d::TransitionScene::Orientation o);
//本场景翻转消失到另一场景(Y轴)
TransitionFlipY::create(float t, cocos2d::Scene* s);
//本场景翻转消失到另一场景(斜上方)
TransitionZoomFlipAngular::create(float t, cocos2d::Scene* s, cocos2d::TransitionScene::Orientation o);
//本场景翻转消失到另一场景(X轴)
TransitionZoomFlipX::create(float t, cocos2d::Scene* s, cocos2d::TransitionScene::Orientation o);
//本场景翻转消失到另一场景(Y轴)
TransitionZoomFlipY::create(float t, cocos2d::Scene* s, cocos2d::TransitionScene::Orientation o);
//另一场景由整体从下面出现
TransitionMoveInB::create(float t, cocos2d::Scene* scene);
//另一场景由整体从左面出现
TransitionMoveInL::create(float t, cocos2d::Scene* scene);
//另一场景由整体从上面出现
TransitionMoveInT::create(float t, cocos2d::Scene* scene);
//另一场景由整体从右面出现
TransitionMoveInR::create(float t, cocos2d::Scene* scene);
//本场景从左到右消失同时另一场景出现
TransitionProgressHorizontal::create(float t, cocos2d::Scene* scene);
//本场景从中间到四周消失同时另一场景出现
TransitionProgressInOut::create(float t, cocos2d::Scene* scene);
//本场景从四周到中间消失同时另一场景出现
TransitionProgressOutIn::create(float t, cocos2d::Scene* scene);
//本场景逆时针消失到另一场景
TransitionProgressRadialCCW::create(float t, cocos2d::Scene* scene);
//本场景顺时针消失到另一场景
TransitionProgressRadialCW::create(float t, cocos2d::Scene* scene);
//本场景从上到下消失同时另一场景出现
TransitionProgressVertical::create(float t, cocos2d::Scene* scene);
//本场景向上滑动到另一场景
TransitionSlideInB::create(float t, cocos2d::Scene* scene);
//本场景向右滑动到另一场景
TransitionSlideInL::create(float t, cocos2d::Scene* scene);
//本场景向左滑动到另一场景
TransitionSlideInR::create(float t, cocos2d::Scene* scene);
//本场景向下滑动到另一场景
TransitionSlideInT::create(float t, cocos2d::Scene* scene);
//本场景三矩形上下消失后另一场景三矩形上下出现
TransitionSplitCols::create(float t, cocos2d::Scene* scene);
//本场景三矩形左右消失后另一场景三矩形左右出现
TransitionSplitRows::create(float t, cocos2d::Scene* scene);
//本场景小方块消失到另一场景
TransitionTurnOffTiles::create(float t, cocos2d::Scene* scene);
//翻页切换,bool为true是向前翻。
TransitionPageTurn::create(float t, cocos2d::Scene* scene, bool backwards);
//本场景跳动消失后另一场景跳动出现
TransitionJumpZoom::create(float t, cocos2d::Scene* scene);
//本场景旋转消失后另一场景旋转出现
TransitionRotoZoom::create(float t, cocos2d::Scene* scene);
//本场景缩小切换到另一场景放大
TransitionShrinkGrow::create(float t, cocos2d::Scene* scene);
void Director::popScene(const std::function<void(Scene* &)>& callback)
{
CCASSERT(_runningScene != nullptr, "running scene should not null");
_scenesStack.popBack();
ssize_t c = _scenesStack.size();
if (c == )
{
end();
}
else
{
_sendCleanupToScene = true;
_nextScene = _scenesStack.at(c - );
if(callback)
callback(_nextScene);
}
}