/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011 Zynga 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 __CCINSTANT_ACTION_H__ #define __CCINSTANT_ACTION_H__ #include #include #include "ccTypeInfo.h" #include "CCAction.h" NS_CC_BEGIN /** * @addtogroup actions * @{ */ /** @brief Instant actions are immediate actions. They don't have a duration like the CCIntervalAction actions. */ class CC_DLL CCActionInstant : public CCFiniteTimeAction // { public: CCActionInstant(); virtual ~CCActionInstant(){} // CCAction methods virtual CCObject* copyWithZone(CCZone *pZone); virtual bool isDone(void); virtual void step(float dt); virtual void update(float time); //CCFiniteTimeAction method virtual CCFiniteTimeAction * reverse(void); }; /** @brief Show the node */ class CC_DLL CCShow : public CCActionInstant { public: CCShow(){} virtual ~CCShow(){} //super methods virtual void update(float time); virtual CCFiniteTimeAction * reverse(void); virtual CCObject* copyWithZone(CCZone *pZone); public: /** Allocates and initializes the action */ static CCShow * create(); }; /** @brief Hide the node */ class CC_DLL CCHide : public CCActionInstant { public: CCHide(){} virtual ~CCHide(){} //super methods virtual void update(float time); virtual CCFiniteTimeAction * reverse(void); virtual CCObject* copyWithZone(CCZone *pZone); public: /** Allocates and initializes the action */ static CCHide * create(); }; /** @brief Toggles the visibility of a node */ class CC_DLL CCToggleVisibility : public CCActionInstant { public: CCToggleVisibility(){} virtual ~CCToggleVisibility(){} //super method virtual void update(float time); virtual CCObject* copyWithZone(CCZone *pZone); public: /** Allocates and initializes the action */ static CCToggleVisibility * create(); }; /** @brief Remove the node */ class CC_DLL CCRemoveSelf : public CCActionInstant { public: CCRemoveSelf(){} virtual ~CCRemoveSelf(){} //super methods virtual void update(float time); virtual CCFiniteTimeAction * reverse(void); virtual CCObject* copyWithZone(CCZone *pZone); public: /** create the action */ static CCRemoveSelf * create(bool isNeedCleanUp = true); /** init the action */ bool init(bool isNeedCleanUp); protected: bool m_bIsNeedCleanUp; }; /** @brief Flips the sprite horizontally @since v0.99.0 */ class CC_DLL CCFlipX : public CCActionInstant { public: CCFlipX() :m_bFlipX(false) {} virtual ~CCFlipX(){} /** create the action */ static CCFlipX * create(bool x); /** init the action */ bool initWithFlipX(bool x); //super methods virtual void update(float time); virtual CCFiniteTimeAction * reverse(void); virtual CCObject* copyWithZone(CCZone *pZone); protected: bool m_bFlipX; }; /** @brief Flips the sprite vertically @since v0.99.0 */ class CC_DLL CCFlipY : public CCActionInstant { public: CCFlipY() :m_bFlipY(false) {} virtual ~CCFlipY(){} /** create the action */ static CCFlipY * create(bool y); /** init the action */ bool initWithFlipY(bool y); //super methods virtual void update(float time); virtual CCFiniteTimeAction * reverse(void); virtual CCObject* copyWithZone(CCZone *pZone); protected: bool m_bFlipY; }; /** @brief Places the node in a certain position */ class CC_DLL CCPlace : public CCActionInstant // { public: CCPlace(){} virtual ~CCPlace(){} /** creates a Place action with a position */ static CCPlace * create(const CCPoint& pos); /** Initializes a Place action with a position */ bool initWithPosition(const CCPoint& pos); //super methods virtual void update(float time); virtual CCObject* copyWithZone(CCZone *pZone); protected: CCPoint m_tPosition; }; /** @brief Calls a 'callback' */ class CC_DLL CCCallFunc : public CCActionInstant // { public: CCCallFunc() : m_pSelectorTarget(NULL) , m_nScriptHandler(0) , m_pCallFunc(NULL) , _function(NULL) { } virtual ~CCCallFunc(); /** creates the action with the callback of type std::function. This is the preferred way to create the callback. */ static CCCallFunc * create(const std::function& func); /** creates the action with the callback typedef void (CCObject::*SEL_CallFunc)(); @deprecated Use the std::function API instead. */ static CCCallFunc * create(CCObject* pSelectorTarget, SEL_CallFunc selector); /** creates the action with the handler script function */ static CCCallFunc * create(int nHandler); /** initializes the action with the callback typedef void (CCObject::*SEL_CallFunc)(); */ virtual bool initWithTarget(CCObject* pSelectorTarget); /** initializes the action with the std::function */ virtual bool initWithFunction(const std::function& func); /** executes the callback */ virtual void execute(); //super methods virtual void update(float time); CCObject * copyWithZone(CCZone *pZone); inline CCObject* getTargetCallback() { return m_pSelectorTarget; } inline void setTargetCallback(CCObject* pSel) { if (pSel != m_pSelectorTarget) { CC_SAFE_RETAIN(pSel); CC_SAFE_RELEASE(m_pSelectorTarget); m_pSelectorTarget = pSel; } } inline int getScriptHandler() { return m_nScriptHandler; }; protected: /** Target that will be called */ CCObject* m_pSelectorTarget; int m_nScriptHandler; union { SEL_CallFunc m_pCallFunc; SEL_CallFuncN m_pCallFuncN; SEL_CallFuncND m_pCallFuncND; SEL_CallFuncO m_pCallFuncO; }; /** function that will be called */ std::function _function; }; /** @brief Calls a 'callback' with the node as the first argument N means Node */ class CC_DLL CCCallFuncN : public CCCallFunc, public TypeInfo { public: CCCallFuncN(){} virtual ~CCCallFuncN(){} virtual long getClassTypeInfo() { static const long id = cocos2d::getHashCodeByString(typeid(cocos2d::CCCallFunc).name()); return id; } /** creates the action with the callback typedef void (CCObject::*SEL_CallFuncN)(CCNode*); */ static CCCallFuncN * create(CCObject* pSelectorTarget, SEL_CallFuncN selector); /** creates the action with the handler script function */ static CCCallFuncN * create(int nHandler); /** initializes the action with the callback typedef void (CCObject::*SEL_CallFuncN)(CCNode*); */ virtual bool initWithTarget(CCObject* pSelectorTarget, SEL_CallFuncN selector); // super methods virtual CCObject* copyWithZone(CCZone *pZone); virtual void execute(); }; /** @brief Calls a 'callback' with the node as the first argument and the 2nd argument is data * ND means: Node and Data. Data is void *, so it could be anything. */ class CC_DLL CCCallFuncND : public CCCallFuncN { public: virtual long getClassTypeInfo() { static const long id = cocos2d::getHashCodeByString(typeid(cocos2d::CCCallFunc).name()); return id; } /** creates the action with the callback and the data to pass as an argument */ static CCCallFuncND * create(CCObject* pSelectorTarget, SEL_CallFuncND selector, void* d); /** initializes the action with the callback and the data to pass as an argument */ virtual bool initWithTarget(CCObject* pSelectorTarget, SEL_CallFuncND selector, void* d); // super methods virtual CCObject* copyWithZone(CCZone *pZone); virtual void execute(); protected: void *m_pData; }; /** @brief Calls a 'callback' with an object as the first argument. O means Object. @since v0.99.5 */ class CC_DLL CCCallFuncO : public CCCallFunc, public TypeInfo { public: CCCallFuncO(); virtual ~CCCallFuncO(); virtual long getClassTypeInfo() { static const long id = cocos2d::getHashCodeByString(typeid(cocos2d::CCCallFunc).name()); return id; } /** creates the action with the callback typedef void (CCObject::*SEL_CallFuncO)(CCObject*); */ static CCCallFuncO * create(CCObject* pSelectorTarget, SEL_CallFuncO selector, CCObject* pObject); /** initializes the action with the callback typedef void (CCObject::*SEL_CallFuncO)(CCObject*); */ virtual bool initWithTarget(CCObject* pSelectorTarget, SEL_CallFuncO selector, CCObject* pObject); // super methods virtual CCObject* copyWithZone(CCZone *pZone); virtual void execute(); inline CCObject* getObject() { return m_pObject; } inline void setObject(CCObject* pObj) { if (pObj != m_pObject) { CC_SAFE_RELEASE(m_pObject); m_pObject = pObj; CC_SAFE_RETAIN(m_pObject); } } protected: /** object to be passed as argument */ CCObject* m_pObject; }; // end of actions group /// @} NS_CC_END #endif //__CCINSTANT_ACTION_H__