mirror of https://github.com/axmolengine/axmol.git
336 lines
8.5 KiB
C++
Executable File
336 lines
8.5 KiB
C++
Executable File
/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCINSTANT_ACTION_H__
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#define __CCINSTANT_ACTION_H__
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#include <string>
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#include "CCAction.h"
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namespace cocos2d {
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/**
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@brief Instant actions are immediate actions. They don't have a duration like
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the CCIntervalAction actions.
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*/
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class CC_DLL CCActionInstant : public CCFiniteTimeAction //<NSCopying>
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{
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public:
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CCActionInstant();
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virtual ~CCActionInstant(){}
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// CCAction methods
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virtual CCObject* copyWithZone(CCZone *pZone);
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virtual bool isDone(void);
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virtual void step(ccTime dt);
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virtual void update(ccTime time);
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//CCFiniteTimeAction method
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virtual CCFiniteTimeAction * reverse(void);
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};
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/** @brief Show the node
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*/
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class CC_DLL CCShow : public CCActionInstant
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{
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public:
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CCShow(){}
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virtual ~CCShow(){}
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//super methods
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virtual void startWithTarget(CCNode *pTarget);
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virtual CCFiniteTimeAction * reverse(void);
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virtual CCObject* copyWithZone(CCZone *pZone);
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public:
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//override static method
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/** Allocates and initializes the action */
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static CCShow * action();
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};
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/**
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@brief Hide the node
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*/
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class CC_DLL CCHide : public CCActionInstant
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{
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public:
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CCHide(){}
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virtual ~CCHide(){}
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//super methods
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virtual void startWithTarget(CCNode *pTarget);
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virtual CCFiniteTimeAction * reverse(void);
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virtual CCObject* copyWithZone(CCZone *pZone);
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public:
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//override static method
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/** Allocates and initializes the action */
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static CCHide * action();
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};
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/** @brief Toggles the visibility of a node
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*/
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class CC_DLL CCToggleVisibility : public CCActionInstant
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{
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public:
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CCToggleVisibility(){}
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virtual ~CCToggleVisibility(){}
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//super method
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virtual void startWithTarget(CCNode *pTarget);
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public:
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//override static method
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/** Allocates and initializes the action */
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static CCToggleVisibility * action();
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};
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/**
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@brief Flips the sprite horizontally
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@since v0.99.0
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*/
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class CC_DLL CCFlipX : public CCActionInstant
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{
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public:
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CCFlipX()
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:m_bFlipX(false)
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{}
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virtual ~CCFlipX(){}
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/** create the action */
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static CCFlipX * actionWithFlipX(bool x);
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/** init the action */
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bool initWithFlipX(bool x);
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//super methods
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virtual void startWithTarget(CCNode *pTarget);
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virtual CCFiniteTimeAction * reverse(void);
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virtual CCObject* copyWithZone(CCZone *pZone);
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protected:
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bool m_bFlipX;
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};
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/**
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@brief Flips the sprite vertically
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@since v0.99.0
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*/
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class CC_DLL CCFlipY : public CCActionInstant
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{
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public:
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CCFlipY()
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:m_bFlipY(false)
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{}
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virtual ~CCFlipY(){}
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/** create the action */
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static CCFlipY * actionWithFlipY(bool y);
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/** init the action */
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bool initWithFlipY(bool y);
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//super methods
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virtual void startWithTarget(CCNode *pTarget);
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virtual CCFiniteTimeAction * reverse(void);
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virtual CCObject* copyWithZone(CCZone *pZone);
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protected:
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bool m_bFlipY;
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};
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/** @brief Places the node in a certain position
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*/
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class CC_DLL CCPlace : public CCActionInstant //<NSCopying>
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{
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public:
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CCPlace(){}
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virtual ~CCPlace(){}
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/** creates a Place action with a position */
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static CCPlace * actionWithPosition(const CCPoint& pos);
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/** Initializes a Place action with a position */
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bool initWithPosition(const CCPoint& pos);
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//super methods
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virtual void startWithTarget(CCNode *pTarget);
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virtual CCObject* copyWithZone(CCZone *pZone);
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protected:
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CCPoint m_tPosition;
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};
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/** @brief Calls a 'callback'
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*/
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class CC_DLL CCCallFunc : public CCActionInstant //<NSCopying>
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{
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public:
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CCCallFunc()
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: m_pSelectorTarget(NULL)
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, m_pCallFunc(NULL)
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{
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}
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virtual ~CCCallFunc()
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{
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if (m_pSelectorTarget)
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{
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dynamic_cast<CCObject*>(m_pSelectorTarget)->release();
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}
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}
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/** creates the action with the callback
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typedef void (CCObject::*SEL_CallFunc)();
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*/
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static CCCallFunc * actionWithTarget(CCObject* pSelectorTarget, SEL_CallFunc selector);
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/** initializes the action with the callback
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typedef void (CCObject::*SEL_CallFunc)();
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*/
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virtual bool initWithTarget(CCObject* pSelectorTarget);
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/** executes the callback */
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virtual void execute();
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//super methods
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virtual void startWithTarget(CCNode *pTarget);
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CCObject * copyWithZone(CCZone *pZone);
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inline CCObject* getTargetCallback()
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{
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return m_pSelectorTarget;
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}
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inline void setTargetCallback(CCObject* pSel)
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{
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if (pSel != m_pSelectorTarget)
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{
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if (m_pSelectorTarget)
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{
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m_pSelectorTarget->release();
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}
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m_pSelectorTarget = pSel;
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if (m_pSelectorTarget)
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{
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m_pSelectorTarget->retain();
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}
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}
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}
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protected:
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/** Target that will be called */
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CCObject* m_pSelectorTarget;
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union
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{
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SEL_CallFunc m_pCallFunc;
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SEL_CallFuncN m_pCallFuncN;
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SEL_CallFuncND m_pCallFuncND;
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SEL_CallFuncO m_pCallFuncO;
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};
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};
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/**
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@brief Calls a 'callback' with the node as the first argument
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N means Node
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*/
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class CC_DLL CCCallFuncN : public CCCallFunc
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{
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public:
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CCCallFuncN(){}
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virtual ~CCCallFuncN(){}
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/** creates the action with the callback
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typedef void (CCObject::*SEL_CallFuncN)(CCNode*);
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*/
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static CCCallFuncN * actionWithTarget(CCObject* pSelectorTarget, SEL_CallFuncN selector);
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/** initializes the action with the callback
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typedef void (CCObject::*SEL_CallFuncN)(CCNode*);
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*/
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virtual bool initWithTarget(CCObject* pSelectorTarget, SEL_CallFuncN selector);
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// super methods
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virtual CCObject* copyWithZone(CCZone *pZone);
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virtual void execute();
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};
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/**
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@brief Calls a 'callback' with the node as the first argument and the 2nd argument is data
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* ND means: Node and Data. Data is void *, so it could be anything.
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*/
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class CC_DLL CCCallFuncND : public CCCallFuncN
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{
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public:
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/** creates the action with the callback and the data to pass as an argument */
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static CCCallFuncND * actionWithTarget(CCObject* pSelectorTarget, SEL_CallFuncND selector, void* d);
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/** initializes the action with the callback and the data to pass as an argument */
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virtual bool initWithTarget(CCObject* pSelectorTarget, SEL_CallFuncND selector, void* d);
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// super methods
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virtual CCObject* copyWithZone(CCZone *pZone);
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virtual void execute();
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protected:
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void *m_pData;
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};
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/**
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@brief Calls a 'callback' with an object as the first argument.
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O means Object.
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@since v0.99.5
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*/
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class CC_DLL CCCallFuncO : public CCCallFunc
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{
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public:
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CCCallFuncO();
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virtual ~CCCallFuncO();
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/** creates the action with the callback
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typedef void (CCObject::*SEL_CallFuncO)(CCObject*);
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*/
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static CCCallFuncO * actionWithTarget(CCObject* pSelectorTarget, SEL_CallFuncO selector, CCObject* pObject);
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/** initializes the action with the callback
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typedef void (CCObject::*SEL_CallFuncO)(CCObject*);
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*/
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virtual bool initWithTarget(CCObject* pSelectorTarget, SEL_CallFuncO selector, CCObject* pObject);
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// super methods
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virtual CCObject* copyWithZone(CCZone *pZone);
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virtual void execute();
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inline CCObject* getObject()
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{
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return m_pObject;
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}
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inline void setObject(CCObject* pObj)
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{
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if (pObj != m_pObject)
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{
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CC_SAFE_RELEASE(m_pObject);
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m_pObject = pObj;
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CC_SAFE_RETAIN(m_pObject);
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}
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}
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protected:
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/** object to be passed as argument */
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CCObject* m_pObject;
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};
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}
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#endif //__CCINSTANT_ACTION_H__
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