/**************************************************************************** Copyright (c) 2010 cocos2d-x.org 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 "CCAction.h" #include "selector_protocol.h" namespace cocos2d { /** @brief Instant actions are immediate actions. They don't have a duration like the CCIntervalAction actions. */ class CCX_DLL CCInstantAction : public CCFiniteTimeAction // { public: CCInstantAction(); virtual ~CCInstantAction(){} // CCAction methods virtual NSObject* copyWithZone(NSZone *pZone); virtual bool isDone(void); virtual void step(ccTime dt); virtual void update(ccTime time); //CCFiniteTimeAction method virtual CCFiniteTimeAction * reverse(void); }; /** @brief Show the node */ class CCX_DLL CCShow : public CCInstantAction { public: CCShow(){} virtual ~CCShow(){} //super methods virtual void startWithTarget(CCNode *pTarget); virtual CCFiniteTimeAction * reverse(void); public: //override static method /** Allocates and initializes the action */ static CCShow * action(); }; /** @brief Hide the node */ class CCX_DLL CCHide : public CCInstantAction { public: CCHide(){} virtual ~CCHide(){} //super methods virtual void startWithTarget(CCNode *pTarget); virtual CCFiniteTimeAction * reverse(void); public: //override static method /** Allocates and initializes the action */ static CCHide * action(); }; /** @brief Toggles the visibility of a node */ class CCX_DLL CCToggleVisibility : public CCInstantAction { public: CCToggleVisibility(){} virtual ~CCToggleVisibility(){} //super method virtual void startWithTarget(CCNode *pTarget); public: //override static method /** Allocates and initializes the action */ static CCToggleVisibility * action(); }; /** @brief Flips the sprite horizontally @since v0.99.0 */ class CCX_DLL CCFlipX : public CCInstantAction { public: CCFlipX(){} virtual ~CCFlipX(){} /** create the action */ static CCFlipX * actionWithFlipX(bool x); /** init the action */ bool initWithFlipX(bool x); //super methods virtual void startWithTarget(CCNode *pTarget); virtual CCFiniteTimeAction * reverse(void); virtual NSObject* copyWithZone(NSZone *pZone); protected: bool m_bFlipX; }; /** @brief Flips the sprite vertically @since v0.99.0 */ class CCX_DLL CCFlipY : public CCInstantAction { public: CCFlipY(){} virtual ~CCFlipY(){} /** create the action */ static CCFlipY * actionWithFlipY(bool y); /** init the action */ bool initWithFlipY(bool y); //super methods virtual void startWithTarget(CCNode *pTarget); virtual CCFiniteTimeAction * reverse(void); virtual NSObject* copyWithZone(NSZone *pZone); protected: bool m_bFlipY; }; /** @brief Places the node in a certain position */ class CCX_DLL CCPlace : public CCInstantAction // { public: CCPlace(){} virtual ~CCPlace(){} /** creates a Place action with a position */ static CCPlace * actionWithPosition(CGPoint pos); /** Initializes a Place action with a position */ bool initWithPosition(CGPoint pos); //super methods virtual void startWithTarget(CCNode *pTarget); virtual NSObject* copyWithZone(NSZone *pZone); protected: CGPoint m_tPosition; }; /** @brief Calls a 'callback' */ class CCX_DLL CCCallFunc : public CCInstantAction // { public: CCCallFunc() { m_pCallFunc = NULL; m_pSelectorTarget = NULL; } virtual ~CCCallFunc() { if (m_pSelectorTarget) { m_pSelectorTarget->selectorProtocolRelease(); } } /** creates the action with the callback typedef void (SelectorProtocol::*SEL_CallFunc)(); */ static CCCallFunc * actionWithTarget(SelectorProtocol* pSelectorTarget, SEL_CallFunc selector); /** initializes the action with the callback typedef void (SelectorProtocol::*SEL_CallFunc)(); */ virtual bool initWithTarget(SelectorProtocol* pSelectorTarget); /** executes the callback */ virtual void execute(); //super methods virtual void startWithTarget(CCNode *pTarget); NSObject * copyWithZone(cocos2d::NSZone *pZone); protected: SelectorProtocol* m_pSelectorTarget; union { SEL_CallFunc m_pCallFunc; SEL_CallFuncN m_pCallFuncN; SEL_CallFuncND m_pCallFuncND; }; }; /** @brief Calls a 'callback' with the node as the first argument N means Node */ class CCX_DLL CCCallFuncN : public CCCallFunc { public: CCCallFuncN(){} virtual ~CCCallFuncN(){} /** creates the action with the callback typedef void (SelectorProtocol::*SEL_CallFuncN)(CCNode*); */ static CCCallFuncN * actionWithTarget(SelectorProtocol* pSelectorTarget, SEL_CallFuncN selector); /** initializes the action with the callback typedef void (SelectorProtocol::*SEL_CallFuncN)(CCNode*); */ virtual bool initWithTarget(SelectorProtocol* pSelectorTarget, SEL_CallFuncN selector); // super methods virtual NSObject* copyWithZone(NSZone *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 CCX_DLL CCCallFuncND : public CCCallFuncN { public: /** creates the action with the callback and the data to pass as an argument */ static CCCallFuncND * actionWithTarget(SelectorProtocol* pSelectorTarget, SEL_CallFuncND selector, void* d); /** initializes the action with the callback and the data to pass as an argument */ virtual bool initWithTarget(SelectorProtocol* pSelectorTarget, SEL_CallFuncND selector, void* d); // super methods virtual NSObject* copyWithZone(NSZone *pZone); virtual void execute(); protected: void *m_pData; }; // Blocks Support #if NS_BLOCKS_AVAILABLE /** Executes a callback using a block */ @interface CCCallBlock : CCInstantAction { void (^block_)(); } /** creates the action with the specified block, to be used as a callback */ +(id) actionWithBlock:(void(^)())block; /** initialized the action with the specified block, to be used as a callback */ -(id) initWithBlock:(void(^)())block; /** executes the callback */ -(void) execute; @end @class CCNode; /** Executes a callback using a block with a single CCNode parameter */ @interface CCCallBlockN : CCInstantAction { void (^block_)(CCNode *); } /** creates the action with the specified block, to be used as a callback */ +(id) actionWithBlock:(void(^)(CCNode *node))block; /** initialized the action with the specified block, to be used as a callback */ -(id) initWithBlock:(void(^)(CCNode *node))block; /** executes the callback */ -(void) execute; @end #endif } #endif //__CCINSTANT_ACTION_H__