axmol/tools/tolua++/CCAction.pkg

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enum {
kCCActionTagInvalid = -1,
};
class CCAction : public CCObject
{
bool isDone(void);
CCNode* getTarget(void);
// void setTarget(CCNode *pTarget);
CCNode* getOriginalTarget(void);
// void setOriginalTarget(CCNode *pOriginalTarget);
int getTag(void);
void setTag(int nTag);
CCAction* clone();
CCObject* copy();
};
class CCFiniteTimeAction : public CCAction
{
float getDuration(void);
void setDuration(float duration);
CCFiniteTimeAction* reverse(void);
};
class CCActionInterval : public CCFiniteTimeAction
{
float getElapsed(void);
bool isDone(void);
void setAmplitudeRate(float amp);
float getAmplitudeRate(void);
CCActionInterval* reverse(void);
};
// CCActionInterval
class CCSpeed : public CCAction
{
float getSpeed(void);
void setSpeed(float fSpeed);
CCActionInterval* reverse(void);
bool isDone(void);
static CCSpeed* create(CCActionInterval *pAction, float fRate);
};
class CCFollow : public CCAction
{
bool isBoundarySet(void);
void setBoudarySet(bool bValue);
bool isDone(void);
static CCFollow* create(CCNode *pFollowedNode, CCRect rect);
static CCFollow* create(CCNode *pFollowedNode);
};
class CCSequence : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCSequence* createWithTwoActions(CCFiniteTimeAction *pActionOne, CCFiniteTimeAction *pActionTwo);
static CCSequence* create(CCArray *actions);
};
class CCRepeat : public CCActionInterval
{
bool isDone(void);
CCActionInterval* reverse(void);
static CCRepeat* create(CCFiniteTimeAction *pAction, unsigned int times);
};
class CCRepeatForever : public CCActionInterval
{
bool isDone(void);
CCActionInterval* reverse(void);
static CCRepeatForever* create(CCActionInterval *pAction);
};
class CCSpawn : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCSpawn* createWithTwoActions(CCFiniteTimeAction *pAction1, CCFiniteTimeAction *pAction2);
static CCSpawn* create(CCArray *actions);
};
class CCRotateTo : public CCActionInterval
{
static CCRotateTo* create(float duration, float fDeltaAngle);
};
class CCRotateBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCRotateBy* create(float duration, float fDeltaAngle);
static CCRotateBy* create(float duration, float fDeltaAngleX, float DeltaAngleY);
};
class CCMoveTo : public CCActionInterval
{
static CCMoveTo* create(float duration, CCPoint position);
};
class CCMoveBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCMoveBy* create(float duration, CCPoint deltaPosition);
};
class CCSkewTo : public CCActionInterval
{
static CCSkewTo* create(float t, float sx, float sy);
};
class CCSkewBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCSkewBy* create(float t, float deltaSkewX, float deltaSkewY);
};
class CCJumpBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCJumpBy* create(float duration, CCPoint position, float height, int jumps);
};
class CCJumpTo : public CCActionInterval
{
static CCJumpTo* create(float duration, CCPoint position, float height, int jumps);
};
/*
There's a bug in tolua++
Can't use struct in lua after binding struct
So use class instead.
*/
class ccBezierConfig {
ccBezierConfig(void);
CCPoint endPosition;
CCPoint controlPoint_1;
CCPoint controlPoint_2;
};
class CCBezierBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCBezierBy* create(float t, ccBezierConfig c);
};
class CCBezierTo : public CCActionInterval
{
static CCBezierTo* create(float t, ccBezierConfig c);
};
class CCScaleTo : public CCActionInterval
{
static CCScaleTo* create(float duration, float sx, float sy);
static CCScaleTo* create(float duration, float s);
};
class CCScaleBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCScaleBy* create(float duration, float s);
static CCScaleBy* create(float duration, float sx, float sy);
};
class CCBlink : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCBlink* create(float duration, unsigned int uBlinks);
};
class CCFadeIn : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCFadeIn* create(float d);
};
class CCFadeOut : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCFadeOut* create(float d);
};
class CCFadeTo : public CCActionInterval
{
static CCFadeTo* create(float duration, GLubyte opacity);
};
class CCTintTo : public CCActionInterval
{
static CCTintTo* create(float duration, GLubyte red, GLubyte green, GLubyte blue);
};
class CCTintBy : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCTintBy* create(float duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue);
};
class CCDelayTime : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCDelayTime* create(float d);
};
class CCReverseTime : public CCActionInterval
{
CCActionInterval* reverse(void);
static CCReverseTime* create(CCFiniteTimeAction *pAction);
};
class CCAnimate : public CCActionInterval
{
CCActionInterval* reverse(void);
CCAnimation* getAnimation(void);
void setAnimation(CCAnimation *pAnimation);
static CCAnimate* create(CCAnimation *pAnimation);
};
class CCTargetedAction : public CCActionInterval
{
CCNode* getForcedTarget(void);
void setForcedTarget(CCNode* target);
static CCTargetedAction* create(CCNode* pTarget, CCFiniteTimeAction* pAction);
};
// CCActionInstant
class CCActionInstant : public CCFiniteTimeAction
{
CCFiniteTimeAction* reverse(void);
bool isDone(void);
};
class CCShow : public CCActionInstant
{
CCFiniteTimeAction* reverse(void);
static CCShow* create();
};
class CCHide : public CCActionInstant
{
CCFiniteTimeAction* reverse(void);
static CCHide* create();
};
class CCToggleVisibility : public CCActionInstant
{
static CCToggleVisibility* create();
};
class CCFlipX : public CCActionInstant
{
CCFiniteTimeAction* reverse(void);
static CCFlipX* create(bool x);
};
class CCFlipY : public CCActionInstant
{
CCFiniteTimeAction* reverse(void);
static CCFlipY* create(bool y);
};
class CCPlace : public CCActionInstant //<NSCopying>
{
static CCPlace* create(CCPoint pos);
};