/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011 Zynga Inc. Copyright (c) 2010-2012 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. ****************************************************************************/ #ifndef __ACTION_CCINTERVAL_ACTION_H__ #define __ACTION_CCINTERVAL_ACTION_H__ #include "CCNode.h" #include "CCAction.h" #include "CCProtocols.h" #include "CCSpriteFrame.h" #include "CCAnimation.h" #include "CCVector.h" #include NS_CC_BEGIN /** * @addtogroup actions * @{ */ /** @brief An interval action is an action that takes place within a certain period of time. It has an start time, and a finish time. The finish time is the parameter duration plus the start time. These ActionInterval actions have some interesting properties, like: - They can run normally (default) - They can run reversed with the reverse method - They can run with the time altered with the Accelerate, AccelDeccel and Speed actions. For example, you can simulate a Ping Pong effect running the action normally and then running it again in Reverse mode. Example: Action *pingPongAction = Sequence::actions(action, action->reverse(), nullptr); */ class CC_DLL ActionInterval : public FiniteTimeAction { public: /** how many seconds had elapsed since the actions started to run. */ inline float getElapsed(void) { return _elapsed; } //extension in GridAction void setAmplitudeRate(float amp); float getAmplitudeRate(void); // // Overrides // virtual bool isDone(void) const override; virtual void step(float dt) override; virtual void startWithTarget(Node *target) override; virtual ActionInterval* reverse() const override = 0; virtual ActionInterval *clone() const override = 0; protected: /** initializes the action */ bool initWithDuration(float d); float _elapsed; bool _firstTick; }; /** @brief Runs actions sequentially, one after another */ class CC_DLL Sequence : public ActionInterval { public: /** helper constructor to create an array of sequenceable actions */ #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) // WP8 in VS2012 does not support nullptr in variable args lists and variadic templates are also not supported typedef FiniteTimeAction* M; static Sequence* create(M m1, std::nullptr_t listEnd) { return variadicCreate(m1, NULL); } static Sequence* create(M m1, M m2, std::nullptr_t listEnd) { return variadicCreate(m1, m2, NULL); } static Sequence* create(M m1, M m2, M m3, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, NULL); } static Sequence* create(M m1, M m2, M m3, M m4, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, NULL); } static Sequence* create(M m1, M m2, M m3, M m4, M m5, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, NULL); } static Sequence* create(M m1, M m2, M m3, M m4, M m5, M m6, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, NULL); } static Sequence* create(M m1, M m2, M m3, M m4, M m5, M m6, M m7, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, m7, NULL); } static Sequence* create(M m1, M m2, M m3, M m4, M m5, M m6, M m7, M m8, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, m7, m8, NULL); } static Sequence* create(M m1, M m2, M m3, M m4, M m5, M m6, M m7, M m8, M m9, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, m7, m8, m9, NULL); } static Sequence* create(M m1, M m2, M m3, M m4, M m5, M m6, M m7, M m8, M m9, M m10, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, m7, m8, m9, m10, NULL); } // On WP8 for variable argument lists longer than 10 items, use the other create functions or variadicCreate with NULL as the last argument static Sequence* variadicCreate(FiniteTimeAction* item, ...); #else static Sequence* create(FiniteTimeAction *action1, ...) CC_REQUIRES_NULL_TERMINATION; #endif /** helper constructor to create an array of sequenceable actions given an array * @code * When this funtion bound to the js or lua,the input params changed * in js :var create(var object1,var object2, ...) * in lua :local create(local object1,local object2, ...) * @endcode */ static Sequence* create(const Vector& arrayOfActions); /** helper constructor to create an array of sequence-able actions */ static Sequence* createWithVariableList(FiniteTimeAction *action1, va_list args); /** creates the action */ static Sequence* createWithTwoActions(FiniteTimeAction *actionOne, FiniteTimeAction *actionTwo); // // Overrides // virtual Sequence* clone() const override; virtual Sequence* reverse() const override; virtual void startWithTarget(Node *target) override; virtual void stop(void) override; virtual void update(float t) override; CC_CONSTRUCTOR_ACCESS: Sequence() {} virtual ~Sequence(void); /** initializes the action */ bool initWithTwoActions(FiniteTimeAction *pActionOne, FiniteTimeAction *pActionTwo); protected: FiniteTimeAction *_actions[2]; float _split; int _last; private: CC_DISALLOW_COPY_AND_ASSIGN(Sequence); }; /** @brief Repeats an action a number of times. * To repeat an action forever use the RepeatForever action. */ class CC_DLL Repeat : public ActionInterval { public: /** creates a Repeat action. Times is an unsigned integer between 1 and pow(2,30) */ static Repeat* create(FiniteTimeAction *action, unsigned int times); inline void setInnerAction(FiniteTimeAction *action) { if (_innerAction != action) { CC_SAFE_RETAIN(action); CC_SAFE_RELEASE(_innerAction); _innerAction = action; } } inline FiniteTimeAction* getInnerAction() { return _innerAction; } // // Overrides // virtual Repeat* clone() const override; virtual Repeat* reverse() const override; virtual void startWithTarget(Node *target) override; virtual void stop(void) override; virtual void update(float dt) override; virtual bool isDone(void) const override; CC_CONSTRUCTOR_ACCESS: Repeat() {} virtual ~Repeat(); /** initializes a Repeat action. Times is an unsigned integer between 1 and pow(2,30) */ bool initWithAction(FiniteTimeAction *pAction, unsigned int times); protected: unsigned int _times; unsigned int _total; float _nextDt; bool _actionInstant; /** Inner action */ FiniteTimeAction *_innerAction; private: CC_DISALLOW_COPY_AND_ASSIGN(Repeat); }; /** @brief Repeats an action for ever. To repeat the an action for a limited number of times use the Repeat action. @warning This action can't be Sequenceable because it is not an IntervalAction */ class CC_DLL RepeatForever : public ActionInterval { public: /** creates the action */ static RepeatForever* create(ActionInterval *action); inline void setInnerAction(ActionInterval *action) { if (_innerAction != action) { CC_SAFE_RELEASE(_innerAction); _innerAction = action; CC_SAFE_RETAIN(_innerAction); } } inline ActionInterval* getInnerAction() { return _innerAction; } // // Overrides // virtual RepeatForever* clone() const override; virtual RepeatForever* reverse(void) const override; virtual void startWithTarget(Node* target) override; virtual void step(float dt) override; virtual bool isDone(void) const override; CC_CONSTRUCTOR_ACCESS: RepeatForever() : _innerAction(nullptr) {} virtual ~RepeatForever(); /** initializes the action */ bool initWithAction(ActionInterval *action); protected: /** Inner action */ ActionInterval *_innerAction; private: CC_DISALLOW_COPY_AND_ASSIGN(RepeatForever); }; /** @brief Spawn a new action immediately */ class CC_DLL Spawn : public ActionInterval { public: /** helper constructor to create an array of spawned actions * @code * When this funtion bound to the js or lua,the input params changed * in js :var create(var object1,var object2, ...) * in lua :local create(local object1,local object2, ...) * @endcode */ #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) // WP8 in VS2012 does not support nullptr in variable args lists and variadic templates are also not supported typedef FiniteTimeAction* M; static Spawn* create(M m1, std::nullptr_t listEnd) { return variadicCreate(m1, NULL); } static Spawn* create(M m1, M m2, std::nullptr_t listEnd) { return variadicCreate(m1, m2, NULL); } static Spawn* create(M m1, M m2, M m3, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, NULL); } static Spawn* create(M m1, M m2, M m3, M m4, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, NULL); } static Spawn* create(M m1, M m2, M m3, M m4, M m5, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, NULL); } static Spawn* create(M m1, M m2, M m3, M m4, M m5, M m6, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, NULL); } static Spawn* create(M m1, M m2, M m3, M m4, M m5, M m6, M m7, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, m7, NULL); } static Spawn* create(M m1, M m2, M m3, M m4, M m5, M m6, M m7, M m8, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, m7, m8, NULL); } static Spawn* create(M m1, M m2, M m3, M m4, M m5, M m6, M m7, M m8, M m9, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, m7, m8, m9, NULL); } static Spawn* create(M m1, M m2, M m3, M m4, M m5, M m6, M m7, M m8, M m9, M m10, std::nullptr_t listEnd) { return variadicCreate(m1, m2, m3, m4, m5, m6, m7, m8, m9, m10, NULL); } // On WP8 for variable argument lists longer than 10 items, use the other create functions or createSpawn with NULL as the last argument static Spawn* variadicCreate(FiniteTimeAction* item, ...); #else static Spawn* create(FiniteTimeAction *action1, ...) CC_REQUIRES_NULL_TERMINATION; #endif /** helper constructor to create an array of spawned actions */ static Spawn* createWithVariableList(FiniteTimeAction *action1, va_list args); /** helper constructor to create an array of spawned actions given an array */ static Spawn* create(const Vector& arrayOfActions); /** creates the Spawn action */ static Spawn* createWithTwoActions(FiniteTimeAction *action1, FiniteTimeAction *action2); // // Overrides // virtual Spawn* clone() const override; virtual Spawn* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void stop(void) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: Spawn() {} virtual ~Spawn(); /** initializes the Spawn action with the 2 actions to spawn */ bool initWithTwoActions(FiniteTimeAction *action1, FiniteTimeAction *action2); protected: FiniteTimeAction *_one; FiniteTimeAction *_two; private: CC_DISALLOW_COPY_AND_ASSIGN(Spawn); }; /** @brief Rotates a Node object to a certain angle by modifying it's rotation attribute. The direction will be decided by the shortest angle. */ class CC_DLL RotateTo : public ActionInterval { public: /** creates the action with separate rotation angles */ static RotateTo* create(float duration, float deltaAngleX, float deltaAngleY); /** creates the action */ static RotateTo* create(float duration, float deltaAngle); // // Overrides // virtual RotateTo* clone() const override; virtual RotateTo* reverse() const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: RotateTo() {} virtual ~RotateTo() {} /** initializes the action */ bool initWithDuration(float duration, float deltaAngle); bool initWithDuration(float duration, float deltaAngleX, float deltaAngleY); protected: float _dstAngleX; float _startAngleX; float _diffAngleX; float _dstAngleY; float _startAngleY; float _diffAngleY; private: CC_DISALLOW_COPY_AND_ASSIGN(RotateTo); }; /** @brief Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute. */ class CC_DLL RotateBy : public ActionInterval { public: /** creates the action */ static RotateBy* create(float duration, float deltaAngle); static RotateBy* create(float duration, float deltaAngleZ_X, float deltaAngleZ_Y); static RotateBy* create(float duration, const Vector3& deltaAngle3D); // // Override // virtual RotateBy* clone() const override; virtual RotateBy* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: RotateBy(); virtual ~RotateBy() {} /** initializes the action */ bool initWithDuration(float duration, float deltaAngle); bool initWithDuration(float duration, float deltaAngleZ_X, float deltaAngleZ_Y); bool initWithDuration(float duration, const Vector3& deltaAngle3D); protected: float _angleZ_X; float _startAngleZ_X; float _angleZ_Y; float _startAngleZ_Y; bool _is3D; Vector3 _angle3D; Vector3 _startAngle3D; private: CC_DISALLOW_COPY_AND_ASSIGN(RotateBy); }; /** Moves a Node object x,y pixels by modifying it's position attribute. x and y are relative to the position of the object. Several MoveBy actions can be concurrently called, and the resulting movement will be the sum of individual movements. @since v2.1beta2-custom */ class CC_DLL MoveBy : public ActionInterval { public: /** creates the action */ static MoveBy* create(float duration, const Vector2& deltaPosition); // // Overrides // virtual MoveBy* clone() const override; virtual MoveBy* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: MoveBy() {} virtual ~MoveBy() {} /** initializes the action */ bool initWithDuration(float duration, const Vector2& deltaPosition); protected: Vector2 _positionDelta; Vector2 _startPosition; Vector2 _previousPosition; private: CC_DISALLOW_COPY_AND_ASSIGN(MoveBy); }; /** Moves a Node object to the position x,y. x and y are absolute coordinates by modifying it's position attribute. Several MoveTo actions can be concurrently called, and the resulting movement will be the sum of individual movements. @since v2.1beta2-custom */ class CC_DLL MoveTo : public MoveBy { public: /** creates the action */ static MoveTo* create(float duration, const Vector2& position); // // Overrides // virtual MoveTo* clone() const override; virtual void startWithTarget(Node *target) override; CC_CONSTRUCTOR_ACCESS: MoveTo() {} virtual ~MoveTo() {} /** initializes the action */ bool initWithDuration(float duration, const Vector2& position); protected: Vector2 _endPosition; private: CC_DISALLOW_COPY_AND_ASSIGN(MoveTo); }; /** Skews a Node object to given angles by modifying it's skewX and skewY attributes @since v1.0 */ class CC_DLL SkewTo : public ActionInterval { public: /** creates the action */ static SkewTo* create(float t, float sx, float sy); // // Overrides // virtual SkewTo* clone() const override; virtual SkewTo* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: SkewTo(); virtual ~SkewTo() {} bool initWithDuration(float t, float sx, float sy); protected: float _skewX; float _skewY; float _startSkewX; float _startSkewY; float _endSkewX; float _endSkewY; float _deltaX; float _deltaY; private: CC_DISALLOW_COPY_AND_ASSIGN(SkewTo); }; /** Skews a Node object by skewX and skewY degrees @since v1.0 */ class CC_DLL SkewBy : public SkewTo { public: /** creates the action */ static SkewBy* create(float t, float deltaSkewX, float deltaSkewY); // // Overrides // virtual void startWithTarget(Node *target) override; virtual SkewBy* clone() const override; virtual SkewBy* reverse(void) const override; CC_CONSTRUCTOR_ACCESS: SkewBy() {} virtual ~SkewBy() {} bool initWithDuration(float t, float sx, float sy); private: CC_DISALLOW_COPY_AND_ASSIGN(SkewBy); }; /** @brief Moves a Node object simulating a parabolic jump movement by modifying it's position attribute. */ class CC_DLL JumpBy : public ActionInterval { public: /** creates the action */ static JumpBy* create(float duration, const Vector2& position, float height, int jumps); // // Overrides // virtual JumpBy* clone() const override; virtual JumpBy* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: JumpBy() {} virtual ~JumpBy() {} /** initializes the action */ bool initWithDuration(float duration, const Vector2& position, float height, int jumps); protected: Vector2 _startPosition; Vector2 _delta; float _height; int _jumps; Vector2 _previousPos; private: CC_DISALLOW_COPY_AND_ASSIGN(JumpBy); }; /** @brief Moves a Node object to a parabolic position simulating a jump movement by modifying it's position attribute. */ class CC_DLL JumpTo : public JumpBy { public: /** creates the action */ static JumpTo* create(float duration, const Vector2& position, float height, int jumps); // // Override // virtual void startWithTarget(Node *target) override; virtual JumpTo* clone() const override; virtual JumpTo* reverse(void) const override; private: JumpTo() {} virtual ~JumpTo() {} CC_DISALLOW_COPY_AND_ASSIGN(JumpTo); }; /** Bezier configuration structure */ typedef struct _ccBezierConfig { //! end position of the bezier Vector2 endPosition; //! Bezier control point 1 Vector2 controlPoint_1; //! Bezier control point 2 Vector2 controlPoint_2; } ccBezierConfig; /** @brief An action that moves the target with a cubic Bezier curve by a certain distance. */ class CC_DLL BezierBy : public ActionInterval { public: /** creates the action with a duration and a bezier configuration * @code * when this function bound to js or lua,the input params are changed * in js: var create(var t,var table) * in lua: lcaol create(local t, local table) * @endcode */ static BezierBy* create(float t, const ccBezierConfig& c); // // Overrides // virtual BezierBy* clone() const override; virtual BezierBy* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: BezierBy() {} virtual ~BezierBy() {} /** initializes the action with a duration and a bezier configuration */ bool initWithDuration(float t, const ccBezierConfig& c); protected: ccBezierConfig _config; Vector2 _startPosition; Vector2 _previousPosition; private: CC_DISALLOW_COPY_AND_ASSIGN(BezierBy); }; /** @brief An action that moves the target with a cubic Bezier curve to a destination point. @since v0.8.2 */ class CC_DLL BezierTo : public BezierBy { public: /** creates the action with a duration and a bezier configuration * @code * when this function bound to js or lua,the input params are changed * in js: var create(var t,var table) * in lua: lcaol create(local t, local table) * @endcode */ static BezierTo* create(float t, const ccBezierConfig& c); // // Overrides // virtual void startWithTarget(Node *target) override; virtual BezierTo* clone() const override; virtual BezierTo* reverse(void) const override; CC_CONSTRUCTOR_ACCESS: BezierTo() {} virtual ~BezierTo() {} bool initWithDuration(float t, const ccBezierConfig &c); protected: ccBezierConfig _toConfig; private: CC_DISALLOW_COPY_AND_ASSIGN(BezierTo); }; /** @brief Scales a Node object to a zoom factor by modifying it's scale attribute. @warning This action doesn't support "reverse" */ class CC_DLL ScaleTo : public ActionInterval { public: /** creates the action with the same scale factor for X and Y */ static ScaleTo* create(float duration, float s); /** creates the action with and X factor and a Y factor */ static ScaleTo* create(float duration, float sx, float sy); /** creates the action with X Y Z factor */ static ScaleTo* create(float duration, float sx, float sy, float sz); // // Overrides // virtual ScaleTo* clone() const override; virtual ScaleTo* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: ScaleTo() {} virtual ~ScaleTo() {} /** initializes the action with the same scale factor for X and Y */ bool initWithDuration(float duration, float s); /** initializes the action with and X factor and a Y factor */ bool initWithDuration(float duration, float sx, float sy); /** initializes the action with X Y Z factor */ bool initWithDuration(float duration, float sx, float sy, float sz); protected: float _scaleX; float _scaleY; float _scaleZ; float _startScaleX; float _startScaleY; float _startScaleZ; float _endScaleX; float _endScaleY; float _endScaleZ; float _deltaX; float _deltaY; float _deltaZ; private: CC_DISALLOW_COPY_AND_ASSIGN(ScaleTo); }; /** @brief Scales a Node object a zoom factor by modifying it's scale attribute. */ class CC_DLL ScaleBy : public ScaleTo { public: /** creates the action with the same scale factor for X and Y */ static ScaleBy* create(float duration, float s); /** creates the action with and X factor and a Y factor */ static ScaleBy* create(float duration, float sx, float sy); /** creates the action with X Y Z factor */ static ScaleBy* create(float duration, float sx, float sy, float sz); // // Overrides // virtual void startWithTarget(Node *target) override; virtual ScaleBy* clone() const override; virtual ScaleBy* reverse(void) const override; protected: ScaleBy() {} virtual ~ScaleBy() {} private: CC_DISALLOW_COPY_AND_ASSIGN(ScaleBy); }; /** @brief Blinks a Node object by modifying it's visible attribute */ class CC_DLL Blink : public ActionInterval { public: /** creates the action */ static Blink* create(float duration, int blinks); // // Overrides // virtual Blink* clone() const override; virtual Blink* reverse(void) const override; virtual void update(float time) override; virtual void startWithTarget(Node *target) override; virtual void stop() override; CC_CONSTRUCTOR_ACCESS: Blink() {} virtual ~Blink() {} /** initializes the action */ bool initWithDuration(float duration, int blinks); protected: int _times; bool _originalState; private: CC_DISALLOW_COPY_AND_ASSIGN(Blink); }; /** @brief Fades an object that implements the RGBAProtocol protocol. It modifies the opacity from the current value to a custom one. @warning This action doesn't support "reverse" */ class CC_DLL FadeTo : public ActionInterval { public: /** creates an action with duration and opacity */ static FadeTo* create(float duration, GLubyte opacity); // // Overrides // virtual FadeTo* clone() const override; virtual FadeTo* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: FadeTo() {} virtual ~FadeTo() {} /** initializes the action with duration and opacity */ bool initWithDuration(float duration, GLubyte opacity); protected: GLubyte _toOpacity; GLubyte _fromOpacity; friend class FadeOut; friend class FadeIn; private: CC_DISALLOW_COPY_AND_ASSIGN(FadeTo); }; /** @brief Fades In an object that implements the RGBAProtocol protocol. It modifies the opacity from 0 to 255. The "reverse" of this action is FadeOut */ class CC_DLL FadeIn : public FadeTo { public: /** creates the action */ static FadeIn* create(float d); // // Overrides // virtual void startWithTarget(Node *target) override; virtual FadeIn* clone() const override; virtual FadeTo* reverse(void) const override; void setReverseAction(FadeTo* ac); protected: FadeIn():_reverseAction(nullptr) {} virtual ~FadeIn() {} private: CC_DISALLOW_COPY_AND_ASSIGN(FadeIn); FadeTo* _reverseAction; }; /** @brief Fades Out an object that implements the RGBAProtocol protocol. It modifies the opacity from 255 to 0. The "reverse" of this action is FadeIn */ class CC_DLL FadeOut : public FadeTo { public: /** creates the action */ static FadeOut* create(float d); // // Overrides // virtual void startWithTarget(Node *target) override; virtual FadeOut* clone() const override; virtual FadeTo* reverse(void) const override; void setReverseAction(FadeTo* ac); protected: FadeOut():_reverseAction(nullptr) {} virtual ~FadeOut() {} private: CC_DISALLOW_COPY_AND_ASSIGN(FadeOut); FadeTo* _reverseAction; }; /** @brief Tints a Node that implements the NodeRGB protocol from current tint to a custom one. @warning This action doesn't support "reverse" @since v0.7.2 */ class CC_DLL TintTo : public ActionInterval { public: /** creates an action with duration and color */ static TintTo* create(float duration, GLubyte red, GLubyte green, GLubyte blue); // // Overrides // virtual TintTo* clone() const override; virtual TintTo* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: TintTo() {} virtual ~TintTo() {} /** initializes the action with duration and color */ bool initWithDuration(float duration, GLubyte red, GLubyte green, GLubyte blue); protected: Color3B _to; Color3B _from; private: CC_DISALLOW_COPY_AND_ASSIGN(TintTo); }; /** @brief Tints a Node that implements the NodeRGB protocol from current tint to a custom one. @since v0.7.2 */ class CC_DLL TintBy : public ActionInterval { public: /** creates an action with duration and color */ static TintBy* create(float duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue); // // Overrides // virtual TintBy* clone() const override; virtual TintBy* reverse() const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: TintBy() {} virtual ~TintBy() {} /** initializes the action with duration and color */ bool initWithDuration(float duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue); protected: GLshort _deltaR; GLshort _deltaG; GLshort _deltaB; GLshort _fromR; GLshort _fromG; GLshort _fromB; private: CC_DISALLOW_COPY_AND_ASSIGN(TintBy); }; /** @brief Delays the action a certain amount of seconds */ class CC_DLL DelayTime : public ActionInterval { public: /** creates the action */ static DelayTime* create(float d); // // Overrides // virtual void update(float time) override; virtual DelayTime* reverse() const override; virtual DelayTime* clone() const override; protected: DelayTime() {} virtual ~DelayTime() {} private: CC_DISALLOW_COPY_AND_ASSIGN(DelayTime); }; /** @brief Executes an action in reverse order, from time=duration to time=0 @warning Use this action carefully. This action is not sequenceable. Use it as the default "reversed" method of your own actions, but using it outside the "reversed" scope is not recommended. */ class CC_DLL ReverseTime : public ActionInterval { public: /** creates the action */ static ReverseTime* create(FiniteTimeAction *action); // // Overrides // virtual ReverseTime* reverse() const override; virtual ReverseTime* clone() const override; virtual void startWithTarget(Node *target) override; virtual void stop(void) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: ReverseTime(); virtual ~ReverseTime(void); /** initializes the action */ bool initWithAction(FiniteTimeAction *action); protected: FiniteTimeAction *_other; private: CC_DISALLOW_COPY_AND_ASSIGN(ReverseTime); }; class Texture2D; /** @brief Animates a sprite given the name of an Animation */ class CC_DLL Animate : public ActionInterval { public: /** creates the action with an Animation and will restore the original frame when the animation is over */ static Animate* create(Animation *animation); /** sets the Animation object to be animated */ void setAnimation( Animation* animation ); /** returns the Animation object that is being animated */ Animation* getAnimation() { return _animation; } const Animation* getAnimation() const { return _animation; } // // Overrides // virtual Animate* clone() const override; virtual Animate* reverse() const override; virtual void startWithTarget(Node *target) override; virtual void stop(void) override; virtual void update(float t) override; CC_CONSTRUCTOR_ACCESS: Animate(); virtual ~Animate(); /** initializes the action with an Animation and will restore the original frame when the animation is over */ bool initWithAnimation(Animation *animation); protected: std::vector* _splitTimes; int _nextFrame; SpriteFrame* _origFrame; unsigned int _executedLoops; Animation* _animation; private: CC_DISALLOW_COPY_AND_ASSIGN(Animate); }; /** Overrides the target of an action so that it always runs on the target * specified at action creation rather than the one specified by runAction. */ class CC_DLL TargetedAction : public ActionInterval { public: /** Create an action with the specified action and forced target */ static TargetedAction* create(Node* target, FiniteTimeAction* action); /** Sets the target that the action will be forced to run with */ void setForcedTarget(Node* forcedTarget); /** returns the target that the action is forced to run with */ Node* getForcedTarget() { return _forcedTarget; } const Node* getForcedTarget() const { return _forcedTarget; } // // Overrides // virtual TargetedAction* clone() const override; virtual TargetedAction* reverse() const override; virtual void startWithTarget(Node *target) override; virtual void stop(void) override; virtual void update(float time) override; CC_CONSTRUCTOR_ACCESS: TargetedAction(); virtual ~TargetedAction(); /** Init an action with the specified action and forced target */ bool initWithTarget(Node* target, FiniteTimeAction* action); protected: FiniteTimeAction* _action; Node* _forcedTarget; private: CC_DISALLOW_COPY_AND_ASSIGN(TargetedAction); }; // end of actions group /// @} NS_CC_END #endif //__ACTION_CCINTERVAL_ACTION_H__