mirror of https://github.com/axmolengine/axmol.git
401 lines
9.2 KiB
C++
401 lines
9.2 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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 <functional>
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#include "2d/Action.h"
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NS_AX_BEGIN
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/**
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* @addtogroup actions
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* @{
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*/
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/** @class ActionInstant
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* @brief Instant actions are immediate actions. They don't have a duration like the IntervalAction actions.
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**/
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class AX_DLL ActionInstant : public FiniteTimeAction
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{
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public:
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//
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// Overrides
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//
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virtual ActionInstant* clone() const override
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{
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AX_ASSERT(0);
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return nullptr;
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}
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virtual ActionInstant* reverse() const override
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{
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AX_ASSERT(0);
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return nullptr;
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}
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virtual void startWithTarget(Node* target) override;
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virtual bool isDone() const override;
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/**
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* @param dt In seconds.
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*/
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virtual void step(float dt) override;
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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private:
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bool _done;
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};
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/** @class Show
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* @brief Show the node.
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**/
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class AX_DLL Show : public ActionInstant
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{
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public:
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/** Allocates and initializes the action.
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*
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* @return An autoreleased Show object.
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*/
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static Show* create();
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//
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// Overrides
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//
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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virtual ActionInstant* reverse() const override;
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virtual Show* clone() const override;
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Show() {}
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virtual ~Show() {}
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(Show);
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};
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/** @class Hide
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* @brief Hide the node.
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*/
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class AX_DLL Hide : public ActionInstant
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{
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public:
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/** Allocates and initializes the action.
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*
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* @return An autoreleased Hide object.
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*/
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static Hide* create();
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//
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// Overrides
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//
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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virtual ActionInstant* reverse() const override;
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virtual Hide* clone() const override;
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Hide() {}
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virtual ~Hide() {}
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(Hide);
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};
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/** @class ToggleVisibility
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* @brief Toggles the visibility of a node.
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*/
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class AX_DLL ToggleVisibility : public ActionInstant
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{
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public:
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/** Allocates and initializes the action.
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*
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* @return An autoreleased ToggleVisibility object.
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*/
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static ToggleVisibility* create();
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//
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// Overrides
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//
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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virtual ToggleVisibility* reverse() const override;
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virtual ToggleVisibility* clone() const override;
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ToggleVisibility() {}
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virtual ~ToggleVisibility() {}
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(ToggleVisibility);
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};
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/** @class RemoveSelf
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* @brief Remove the node.
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*/
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class AX_DLL RemoveSelf : public ActionInstant
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{
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public:
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/** Create the action.
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*
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* @param isNeedCleanUp Is need to clean up, the default value is true.
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* @return An autoreleased RemoveSelf object.
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*/
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static RemoveSelf* create(bool isNeedCleanUp = true);
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//
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// Override
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//
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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virtual RemoveSelf* clone() const override;
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virtual RemoveSelf* reverse() const override;
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RemoveSelf() : _isNeedCleanUp(true) {}
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virtual ~RemoveSelf() {}
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/** init the action */
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bool init(bool isNeedCleanUp);
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protected:
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bool _isNeedCleanUp;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(RemoveSelf);
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};
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/** @class FlipX
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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 AX_DLL FlipX : public ActionInstant
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{
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public:
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/** Create the action.
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*
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* @param x Flips the sprite horizontally if true.
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* @return An autoreleased FlipX object.
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*/
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static FlipX* create(bool x);
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//
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// Overrides
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//
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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virtual FlipX* reverse() const override;
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virtual FlipX* clone() const override;
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FlipX() : _flipX(false) {}
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virtual ~FlipX() {}
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/** init the action */
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bool initWithFlipX(bool x);
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protected:
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bool _flipX;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(FlipX);
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};
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/** @class FlipY
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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 AX_DLL FlipY : public ActionInstant
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{
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public:
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/** Create the action.
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*
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* @param y Flips the sprite vertically if true.
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* @return An autoreleased FlipY object.
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*/
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static FlipY* create(bool y);
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//
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// Overrides
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//
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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virtual FlipY* reverse() const override;
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virtual FlipY* clone() const override;
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FlipY() : _flipY(false) {}
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virtual ~FlipY() {}
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/** init the action */
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bool initWithFlipY(bool y);
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protected:
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bool _flipY;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(FlipY);
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};
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/** @class Place
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* @brief Places the node in a certain position.
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*/
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class AX_DLL Place : public ActionInstant
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{
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public:
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/** Creates a Place action with a position.
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*
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* @param pos A certain position.
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* @return An autoreleased Place object.
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*/
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static Place* create(const Vec2& pos);
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//
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// Overrides
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//
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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virtual Place* reverse() const override;
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virtual Place* clone() const override;
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Place() {}
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virtual ~Place() {}
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/** Initializes a Place action with a position */
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bool initWithPosition(const Vec2& pos);
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protected:
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Vec2 _position;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(Place);
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};
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/** @class CallFunc
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* @brief Calls a 'callback'.
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*/
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class AX_DLL CallFunc : public ActionInstant
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{
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public:
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/** Creates the action with the callback of type std::function<void()>.
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This is the preferred way to create the callback.
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* When this function bound in js or lua ,the input param will be changed.
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* In js: var create(var func, var this, var [data]) or var create(var func).
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* In lua:local create(local funcID).
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*
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* @param func A callback function need to be executed.
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* @return An autoreleased CallFunc object.
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*/
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static CallFunc* create(const std::function<void()>& func);
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public:
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/** Executes the callback.
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*/
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virtual void execute();
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//
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// Overrides
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//
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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virtual CallFunc* reverse() const override;
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virtual CallFunc* clone() const override;
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CallFunc() = default;
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virtual ~CallFunc() = default;
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/** initializes the action with the std::function<void()>
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* @lua NA
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*/
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bool initWithFunction(const std::function<void()>& func);
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protected:
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/** function that will be called */
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std::function<void()> _function;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(CallFunc);
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};
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/** @class CallFuncN
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* @brief Calls a 'callback' with the node as the first argument. N means Node.
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* @js NA
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*/
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class AX_DLL CallFuncN : public CallFunc
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{
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public:
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/** Creates the action with the callback of type std::function<void()>.
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This is the preferred way to create the callback.
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*
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* @param func A callback function need to be executed.
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* @return An autoreleased CallFuncN object.
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*/
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static CallFuncN* create(const std::function<void(Node*)>& func);
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//
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// Overrides
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//
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virtual CallFuncN* clone() const override;
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virtual void execute() override;
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CallFuncN() : _functionN(nullptr) {}
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virtual ~CallFuncN() {}
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/** initializes the action with the std::function<void(Node*)> */
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bool initWithFunction(const std::function<void(Node*)>& func);
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protected:
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/** function that will be called with the "sender" as the 1st argument */
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std::function<void(Node*)> _functionN;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(CallFuncN);
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};
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// end of actions group
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/// @}
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NS_AX_END
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#endif //__CCINSTANT_ACTION_H__
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