namespace   cocos2d {

typedef enum
{
	ccTouchDelegateStandardBit = 1 << 0,
	ccTouchDelegateTargetedBit = 1 << 1,
	ccTouchDelegateAllBit      = (ccTouchDelegateStandardBit | ccTouchDelegateTargetedBit),
} ccTouchDelegateFlag;

class CCTouch;
class CCEvent;
class CCSet;
class CCTouchDispatcher;
	
class  CCTouchDelegate
{

public:
	
	 ccTouchDelegateFlag getTouchDelegateType(void);
	
	//! call the release() in child(layer or menu)
	virtual void destroy(void);
	//! call the retain() in child (layer or menu)
	virtual void keep(void);

	virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
	// optional

	virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
	virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
	virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);

	// optional
 	virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
 	virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
 	virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
 	virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
 	
 	CCTouchDelegate();
 	void registerLuaTouchEvent(const char* szEventName, const char* fn);
};
/**
 @brief
 Using this type of delegate results in two benefits:
 - 1. You don't need to deal with CCSets, the dispatcher does the job of splitting
 them. You get exactly one UITouch per call.
 - 2. You can *claim* a UITouch by returning YES in ccTouchBegan. Updates of claimed
 touches are sent only to the delegate(s) that claimed them. So if you get a move/
 ended/cancelled update you're sure it's your touch. This frees you from doing a
 lot of checks when doing multi-touch. 

 (The name TargetedTouchDelegate relates to updates "targeting" their specific
 handler, without bothering the other handlers.)
 @since v0.8
 */
 class  CCTargetedTouchDelegate : public CCTouchDelegate
 {
 public:
 	CCTargetedTouchDelegate();
 	/** Return YES to claim the touch.
 	 @since v0
	 */
 	virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
 
 	// optional
 	virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
 	virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
 	virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
 };
 
/** @brief
 This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Cancelled).
 @since v0.8
 */
 class  CCStandardTouchDelegate : public CCTouchDelegate
 {
 public:
 	CCStandardTouchDelegate();
 	// optional
 	virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
 	virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
 	virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
 	virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
 };

}//namespace   cocos2d