enum { kCCActionTagInvalid = -1, }; class CCAction : public CCObject { // bool isDone(void); // CCNode* getTarget(void); // void setTarget(CCNode *pTarget); // CCNode* getOriginalTarget(void); // void setOriginalTarget(CCNode *pOriginalTarget); // int getTag(void); // void setTag(int nTag); // static CCAction* action(); }; class CCActionInterval : public CCAction { // ccTime getElapsed(void); // void setAmplitudeRate(CGFloat amp); // CGFloat getAmplitudeRate(void); }; class CCFiniteTimeAction : public CCActionInterval { // ccTime getDuration(void); // void setDuration(ccTime duration); // CCFiniteTimeAction* reverse(void); }; // CCActionInterval class CCSpeed : public CCAction { float getSpeed(void); void setSpeed(float fSpeed); CCAction* reverse(void); static CCSpeed* actionWithAction(CCActionInterval *pAction, float fRate); }; class CCFollow : public CCAction { bool isBoundarySet(void); void setBoudarySet(bool bValue); static CCFollow* actionWithTarget(CCNode *pFollowedNode); static CCFollow* actionWithTarget(CCNode *pFollowedNode, CCRect rect); }; class CCSequence : public CCActionInterval { static CCFiniteTimeAction* actionOneTwo(CCFiniteTimeAction *pActionOne, CCFiniteTimeAction *pActionTwo); static CCFiniteTimeAction* actionsWithArray(CCArray *actions); }; class CCRepeat : public CCActionInterval { static CCRepeat* actionWithAction(CCActionInterval *pAction, unsigned int times); }; class CCRepeatForever : public CCActionInterval { static CCRepeatForever* actionWithAction(CCActionInterval *pAction); }; class CCSpawn : public CCActionInterval { static CCFiniteTimeAction* actionsWithArray(CCArray *actions); static CCSpawn* actionOneTwo(CCFiniteTimeAction *pAction1, CCFiniteTimeAction *pAction2); }; class CCRotateTo : public CCActionInterval { static CCRotateTo* actionWithDuration(ccTime duration, float fDeltaAngle); }; class CCRotateBy : public CCActionInterval { static CCRotateBy* actionWithDuration(ccTime duration, float fDeltaAngle); }; class CCMoveTo : public CCActionInterval { static CCMoveTo* actionWithDuration(ccTime duration, CCPoint position); }; class CCMoveBy : public CCActionInterval { static CCMoveBy* actionWithDuration(ccTime duration, CCPoint position); }; class CCSkewTo : public CCActionInterval { static CCSkewTo* actionWithDuration(ccTime t, float sx, float sy); }; class CCSkewBy : public CCActionInterval { static CCSkewBy* actionWithDuration(ccTime t, float deltaSkewX, float deltaSkewY); }; class CCJumpBy : public CCActionInterval { static CCJumpBy* actionWithDuration(ccTime duration, CCPoint position, ccTime height, int jumps); }; class CCJumpTo : public CCActionInterval { static CCJumpTo* actionWithDuration(ccTime duration, CCPoint position, ccTime height, int jumps); }; typedef struct _ccBezierConfig { CCPoint endPosition; CCPoint controlPoint_1; CCPoint controlPoint_2; } ccBezierConfig; class CCBezierBy : public CCActionInterval { static CCBezierBy* actionWithDuration(ccTime t, ccBezierConfig c); }; class CCBezierTo : public CCActionInterval { static CCBezierTo* actionWithDuration(ccTime t, ccBezierConfig c); }; class CCScaleTo : public CCActionInterval { static CCScaleTo* actionWithDuration(ccTime duration, float s); static CCScaleTo* actionWithDuration(ccTime duration, float sx, float sy); }; class CCScaleBy : public CCActionInterval { static CCScaleBy* actionWithDuration(ccTime duration, float s); static CCScaleBy* actionWithDuration(ccTime duration, float sx, float sy); }; class CCBlink : public CCActionInterval { static CCBlink* actionWithDuration(ccTime duration, unsigned int uBlinks); }; class CCFadeIn : public CCActionInterval { static CCFadeIn* actionWithDuration(ccTime d); }; class CCFadeOut : public CCActionInterval { static CCFadeOut* actionWithDuration(ccTime d); }; class CCFadeTo : public CCActionInterval { static CCFadeTo* actionWithDuration(ccTime duration, GLubyte opacity); }; class CCTintTo : public CCActionInterval { static CCTintTo* actionWithDuration(ccTime duration, GLubyte red, GLubyte green, GLubyte blue); }; class CCTintBy : public CCActionInterval { static CCTintBy* actionWithDuration(ccTime duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue); }; class CCDelayTime : public CCActionInterval { static CCDelayTime* actionWithDuration(ccTime d); }; class CCReverseTime : public CCActionInterval { static CCReverseTime* actionWithAction(CCFiniteTimeAction *pAction); }; class CCAnimate : public CCActionInterval { CCAnimation* getAnimation(void); void setAnimation(CCAnimation *pAnimation); static CCAction* actionWithAnimation(CCAnimation *pAnimation); }; class CCProgressTo : public CCAction { static CCAction* actionWithDuration(ccTime duration, float fPercent); }; class CCProgressFromTo : public CCAction { static CCAction* actionWithDuration(ccTime duration, float fFromPercentage, float fToPercentage); }; // CCActionInstant class CCShow : public CCAction { static CCAction* action(); }; class CCHide : public CCAction { static CCAction* action(); }; class CCToggleVisibility : public CCAction { static CCAction* action(); }; class CCFlipX : public CCAction { static CCAction* actionWithFlipX(bool x); }; class CCFlipY : public CCAction { static CCAction* actionWithFlipY(bool y); }; class CCPlace : public CCAction // { static CCAction* actionWithPosition(CCPoint pos); };