axmol/tools/tolua++/CCAction.pkg

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enum {
kCCActionTagInvalid = -1,
};
class CCAction : public CCObject
{
bool isDone(void);
CCNode* getTarget(void);
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// void setTarget(CCNode *pTarget);
CCNode* getOriginalTarget(void);
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// void setOriginalTarget(CCNode *pOriginalTarget);
int getTag(void);
void setTag(int nTag);
CCAction* clone();
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};
class CCFiniteTimeAction : public CCAction
{
float getDuration(void);
void setDuration(float duration);
CCFiniteTimeAction* reverse(void);
};
class CCActionInterval : public CCFiniteTimeAction
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{
float getElapsed(void);
bool isDone(void);
void setAmplitudeRate(float amp);
float getAmplitudeRate(void);
CCActionInterval* reverse(void);
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};
// CCActionInterval
class CCSpeed : public CCAction
{
float getSpeed(void);
void setSpeed(float fSpeed);
CCActionInterval* reverse(void);
bool isDone(void);
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static CCSpeed* create(CCActionInterval *pAction, float fRate);
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};
class CCFollow : public CCAction
{
bool isBoundarySet(void);
void setBoudarySet(bool bValue);
bool isDone(void);
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static CCFollow* create(CCNode *pFollowedNode, CCRect rect);
static CCFollow* create(CCNode *pFollowedNode);
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};
class CCSequence : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCSequence* createWithTwoActions(CCFiniteTimeAction *pActionOne, CCFiniteTimeAction *pActionTwo);
static CCSequence* create(CCArray *actions);
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};
class CCRepeat : public CCActionInterval
{
bool isDone(void);
CCActionInterval* reverse(void);
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static CCRepeat* create(CCFiniteTimeAction *pAction, unsigned int times);
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};
class CCRepeatForever : public CCActionInterval
{
bool isDone(void);
CCActionInterval* reverse(void);
static CCRepeatForever* create(CCActionInterval *pAction);
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};
class CCSpawn : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCSpawn* createWithTwoActions(CCFiniteTimeAction *pAction1, CCFiniteTimeAction *pAction2);
static CCSpawn* create(CCArray *actions);
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};
class CCRotateTo : public CCActionInterval
{
static CCRotateTo* create(float duration, float fDeltaAngle);
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};
class CCRotateBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCRotateBy* create(float duration, float fDeltaAngle);
static CCRotateBy* create(float duration, float fDeltaAngleX, float DeltaAngleY);
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};
class CCMoveTo : public CCActionInterval
{
static CCMoveTo* create(float duration, CCPoint position);
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};
class CCMoveBy : public CCActionInterval
{
CCActionInterval* reverse(void);
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static CCMoveBy* create(float duration, CCPoint deltaPosition);
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};
class CCSkewTo : public CCActionInterval
{
static CCSkewTo* create(float t, float sx, float sy);
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};
class CCSkewBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCSkewBy* create(float t, float deltaSkewX, float deltaSkewY);
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};
class CCJumpBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCJumpBy* create(float duration, CCPoint position, float height, int jumps);
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};
class CCJumpTo : public CCActionInterval
{
static CCJumpTo* create(float duration, CCPoint position, float height, int jumps);
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};
/*
There's a bug in tolua++
Can't use struct in lua after binding struct
So use class instead.
*/
class ccBezierConfig {
ccBezierConfig(void);
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CCPoint endPosition;
CCPoint controlPoint_1;
CCPoint controlPoint_2;
};
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class CCBezierBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCBezierBy* create(float t, ccBezierConfig c);
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};
class CCBezierTo : public CCActionInterval
{
static CCBezierTo* create(float t, ccBezierConfig c);
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};
class CCScaleTo : public CCActionInterval
{
static CCScaleTo* create(float duration, float sx, float sy);
static CCScaleTo* create(float duration, float s);
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};
class CCScaleBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCScaleBy* create(float duration, float s);
static CCScaleBy* create(float duration, float sx, float sy);
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};
class CCBlink : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCBlink* create(float duration, unsigned int uBlinks);
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};
class CCFadeIn : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCFadeIn* create(float d);
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};
class CCFadeOut : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCFadeOut* create(float d);
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};
class CCFadeTo : public CCActionInterval
{
static CCFadeTo* create(float duration, GLubyte opacity);
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};
class CCTintTo : public CCActionInterval
{
static CCTintTo* create(float duration, GLubyte red, GLubyte green, GLubyte blue);
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};
class CCTintBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCTintBy* create(float duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue);
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};
class CCDelayTime : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCDelayTime* create(float d);
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};
class CCReverseTime : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCReverseTime* create(CCFiniteTimeAction *pAction);
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};
class CCAnimate : public CCActionInterval
{
CCActionInterval* reverse(void);
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CCAnimation* getAnimation(void);
void setAnimation(CCAnimation *pAnimation);
static CCAnimate* create(CCAnimation *pAnimation);
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};
class CCTargetedAction : public CCActionInterval
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{
CCNode* getForcedTarget(void);
void setForcedTarget(CCNode* target);
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static CCTargetedAction* create(CCNode* pTarget, CCFiniteTimeAction* pAction);
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};
// CCActionInstant
class CCActionInstant : public CCFiniteTimeAction
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{
CCFiniteTimeAction* reverse(void);
bool isDone(void);
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};
class CCShow : public CCActionInstant
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{
CCFiniteTimeAction* reverse(void);
static CCShow* create();
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};
class CCHide : public CCActionInstant
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{
CCFiniteTimeAction* reverse(void);
static CCHide* create();
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};
class CCToggleVisibility : public CCActionInstant
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{
static CCToggleVisibility* create();
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};
class CCFlipX : public CCActionInstant
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{
CCFiniteTimeAction* reverse(void);
static CCFlipX* create(bool x);
};
class CCFlipY : public CCActionInstant
{
CCFiniteTimeAction* reverse(void);
static CCFlipY* create(bool y);
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};
class CCPlace : public CCActionInstant //<NSCopying>
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{
static CCPlace* create(CCPoint pos);
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};