mirror of https://github.com/axmolengine/axmol.git
303 lines
8.3 KiB
C++
303 lines
8.3 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 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 __ACTIONS_CCACTION_H__
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#define __ACTIONS_CCACTION_H__
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#include "CCObject.h"
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#include "CCGeometry.h"
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#include "CCPlatformMacros.h"
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NS_CC_BEGIN
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/**
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* @addtogroup actions
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* @{
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*/
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/**
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@brief Base class for Action objects.
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*/
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class CC_DLL Action : public Object, public Clonable
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{
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public:
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/// Default tag used for all the actions
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static const int INVALID_TAG = -1;
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/**
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* @js ctor
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*/
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Action(void);
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~Action(void);
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/**
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* @js NA
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* @lua NA
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*/
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const char* description() const;
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/** returns a clone of action */
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virtual Action* clone() const = 0;
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/** returns a new action that performs the exactly the reverse action */
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virtual Action* reverse() const = 0;
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//! return true if the action has finished
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virtual bool isDone(void) const;
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//! called before the action start. It will also set the target.
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virtual void startWithTarget(Node *target);
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/**
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called after the action has finished. It will set the 'target' to nil.
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IMPORTANT: You should never call "[action stop]" manually. Instead, use: "target->stopAction(action);"
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*/
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virtual void stop(void);
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//! called every frame with it's delta time. DON'T override unless you know what you are doing.
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virtual void step(float dt);
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/**
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called once per frame. time a value between 0 and 1
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For example:
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- 0 means that the action just started
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- 0.5 means that the action is in the middle
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- 1 means that the action is over
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*/
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virtual void update(float time);
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inline Node* getTarget(void) const { return _target; }
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/** The action will modify the target properties. */
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inline void setTarget(Node *target) { _target = target; }
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inline Node* getOriginalTarget(void) const { return _originalTarget; }
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/** Set the original target, since target can be nil.
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Is the target that were used to run the action. Unless you are doing something complex, like ActionManager, you should NOT call this method.
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The target is 'assigned', it is not 'retained'.
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@since v0.8.2
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*/
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inline void setOriginalTarget(Node *pOriginalTarget) { _originalTarget = pOriginalTarget; }
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inline int getTag(void) const { return _tag; }
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inline void setTag(int nTag) { _tag = nTag; }
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protected:
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Node *_originalTarget;
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/** The "target".
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The target will be set with the 'startWithTarget' method.
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When the 'stop' method is called, target will be set to nil.
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The target is 'assigned', it is not 'retained'.
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*/
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Node *_target;
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/** The action tag. An identifier of the action */
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int _tag;
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};
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/**
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@brief
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Base class actions that do have a finite time duration.
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Possible actions:
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- An action with a duration of 0 seconds
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- An action with a duration of 35.5 seconds
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Infinite time actions are valid
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*/
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class CC_DLL FiniteTimeAction : public Action
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{
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public:
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/**
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* @js ctor
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*/
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FiniteTimeAction()
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: _duration(0)
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{}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~FiniteTimeAction(){}
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//! get duration in seconds of the action
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inline float getDuration(void) const { return _duration; }
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//! set duration in seconds of the action
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inline void setDuration(float duration) { _duration = duration; }
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//
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// Overrides
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//
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virtual FiniteTimeAction* reverse() const override = 0;
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virtual FiniteTimeAction* clone() const override = 0;
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protected:
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//! duration in seconds
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float _duration;
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};
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class ActionInterval;
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class RepeatForever;
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/**
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@brief Changes the speed of an action, making it take longer (speed>1)
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or less (speed<1) time.
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Useful to simulate 'slow motion' or 'fast forward' effect.
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@warning This action can't be Sequenceable because it is not an IntervalAction
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*/
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class CC_DLL Speed : public Action
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{
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public:
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/** create the action */
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static Speed* create(ActionInterval* pAction, float fSpeed);
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/**
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* @js ctor
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*/
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Speed();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~Speed(void);
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inline float getSpeed(void) const { return _speed; }
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/** alter the speed of the inner function in runtime */
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inline void setSpeed(float fSpeed) { _speed = fSpeed; }
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/** initializes the action */
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bool initWithAction(ActionInterval *pAction, float fSpeed);
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void setInnerAction(ActionInterval *pAction);
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inline ActionInterval* getInnerAction() const { return _innerAction; }
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//
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// Override
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//
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virtual Speed* clone() const override;
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virtual Speed* reverse() const override;
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virtual void startWithTarget(Node* target) override;
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virtual void stop() override;
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virtual void step(float dt) override;
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virtual bool isDone(void) const override;
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protected:
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float _speed;
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ActionInterval *_innerAction;
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};
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/**
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@brief Follow is an action that "follows" a node.
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Eg:
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@code
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layer->runAction(Follow::actionWithTarget(hero));
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@endcode
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Instead of using Camera as a "follower", use this action instead.
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@since v0.99.2
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*/
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class CC_DLL Follow : public Action
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{
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public:
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/**
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* Creates the action with a set boundary or with no boundary.
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*
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* @param followedNode The node to be followed.
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* @param rect The boundary. If \p rect is equal to Rect::ZERO, it'll work
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* with no boundary.
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*/
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static Follow* create(Node *followedNode, const Rect& rect = Rect::ZERO);
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/**
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* @js ctor
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*/
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Follow()
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: _followedNode(NULL)
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, _boundarySet(false)
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, _boundaryFullyCovered(false)
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, _leftBoundary(0.0)
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, _rightBoundary(0.0)
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, _topBoundary(0.0)
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, _bottomBoundary(0.0)
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, _worldRect(Rect::ZERO)
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{}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~Follow(void);
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inline bool isBoundarySet(void) const { return _boundarySet; }
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/** alter behavior - turn on/off boundary */
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inline void setBoudarySet(bool bValue) { _boundarySet = bValue; }
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/**
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* Initializes the action with a set boundary or with no boundary.
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*
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* @param followedNode The node to be followed.
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* @param rect The boundary. If \p rect is equal to Rect::ZERO, it'll work
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* with no boundary.
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*/
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bool initWithTarget(Node *followedNode, const Rect& rect = Rect::ZERO);
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//
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// Override
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//
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virtual Follow* clone() const override;
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virtual Follow* reverse() const override;
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virtual void step(float dt) override;
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virtual bool isDone(void) const override;
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virtual void stop(void) override;
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protected:
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// node to follow
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Node *_followedNode;
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// whether camera should be limited to certain area
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bool _boundarySet;
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// if screen size is bigger than the boundary - update not needed
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bool _boundaryFullyCovered;
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// fast access to the screen dimensions
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Point _halfScreenSize;
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Point _fullScreenSize;
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// world boundaries
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float _leftBoundary;
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float _rightBoundary;
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float _topBoundary;
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float _bottomBoundary;
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Rect _worldRect;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __ACTIONS_CCACTION_H__
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