mirror of https://github.com/axmolengine/axmol.git
324 lines
9.1 KiB
C++
324 lines
9.1 KiB
C++
/****************************************************************************
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Copyright (c) 2009 On-Core
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies 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 __ACTION_CCGRID_ACTION_H__
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#define __ACTION_CCGRID_ACTION_H__
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#include "2d/CCActionInterval.h"
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#include "2d/CCActionInstant.h"
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NS_CC_BEGIN
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class GridBase;
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class NodeGrid;
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/**
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* @addtogroup actions
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* @{
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*/
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/** @brief Base class for Grid actions */
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class CC_DLL GridAction : public ActionInterval
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{
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public:
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/** returns the grid */
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virtual GridBase* getGrid();
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// overrides
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virtual GridAction * clone() const override = 0;
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virtual GridAction* reverse() const override;
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virtual void startWithTarget(Node *target) override;
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protected:
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GridAction() {}
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virtual ~GridAction() {}
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/** initializes the action with size and duration */
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bool initWithDuration(float duration, const Size& gridSize);
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Size _gridSize;
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NodeGrid* _gridNodeTarget;
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void cacheTargetAsGridNode();
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(GridAction);
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};
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/**
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@brief Base class for Grid3D actions.
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Grid3D actions can modify a non-tiled grid.
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*/
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class CC_DLL Grid3DAction : public GridAction
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{
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public:
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/** returns the grid */
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virtual GridBase* getGrid();
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/** returns the vertex than belongs to certain position in the grid
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* @js NA
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* @lua NA
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*/
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Vector3 getVertex(const Vector2& position) const;
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/** @deprecated Use getVertex() instead
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE inline Vector3 vertex(const Vector2& position) { return getVertex(position); }
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/** returns the non-transformed vertex than belongs to certain position in the grid
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* @js NA
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* @lua NA
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*/
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Vector3 getOriginalVertex(const Vector2& position) const;
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/** @deprecated Use getOriginalVertex() instead
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE inline Vector3 originalVertex(const Vector2& position) { return getOriginalVertex(position); }
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/** sets a new vertex to a certain position of the grid
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* @js NA
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* @lua NA
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*/
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void setVertex(const Vector2& position, const Vector3& vertex);
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// Overrides
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virtual Grid3DAction * clone() const override = 0;
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};
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/** @brief Base class for TiledGrid3D actions */
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class CC_DLL TiledGrid3DAction : public GridAction
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{
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public:
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/** creates the action with size and duration
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* @js NA
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* @lua NA
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*/
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static TiledGrid3DAction* create(float duration, const Size& gridSize);
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/** returns the tile that belongs to a certain position of the grid
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* @js NA
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* @lua NA
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*/
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Quad3 getTile(const Vector2& position) const;
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/** @deprecated Use getTile() instead
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE Quad3 tile(const Vector2& position) { return getTile(position); }
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/** returns the non-transformed tile that belongs to a certain position of the grid
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* @js NA
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* @lua NA
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*/
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Quad3 getOriginalTile(const Vector2& position) const;
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/** @deprecated Use getOriginalTile() instead
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE Quad3 originalTile(const Vector2& position) { return getOriginalTile(position); }
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/** sets a new tile to a certain position of the grid
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* @js NA
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* @lua NA
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*/
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void setTile(const Vector2& position, const Quad3& coords);
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/** returns the grid */
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virtual GridBase* getGrid();
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// Override
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virtual TiledGrid3DAction * clone() const override = 0;
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};
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/** @brief AccelDeccelAmplitude action */
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class CC_DLL AccelDeccelAmplitude : public ActionInterval
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{
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public:
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/** creates the action with an inner action that has the amplitude property, and a duration time */
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static AccelDeccelAmplitude* create(Action *action, float duration);
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/** get amplitude rate */
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inline float getRate(void) const { return _rate; }
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/** set amplitude rate */
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inline void setRate(float fRate) { _rate = fRate; }
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// Overrides
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virtual void startWithTarget(Node *target) override;
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virtual void update(float time) override;
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virtual AccelDeccelAmplitude* clone() const override;
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virtual AccelDeccelAmplitude* reverse() const override;
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CC_CONSTRUCTOR_ACCESS:
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AccelDeccelAmplitude() {}
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virtual ~AccelDeccelAmplitude();
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/** initializes the action with an inner action that has the amplitude property, and a duration time */
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bool initWithAction(Action *pAction, float duration);
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protected:
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float _rate;
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ActionInterval *_other;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(AccelDeccelAmplitude);
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};
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/** @brief AccelAmplitude action */
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class CC_DLL AccelAmplitude : public ActionInterval
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{
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public:
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/** creates the action with an inner action that has the amplitude property, and a duration time */
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static AccelAmplitude* create(Action *action, float duration);
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/** get amplitude rate */
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inline float getRate() const { return _rate; }
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/** set amplitude rate */
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inline void setRate(float rate) { _rate = rate; }
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// Overrides
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virtual void startWithTarget(Node *target) override;
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virtual void update(float time) override;
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virtual AccelAmplitude* clone() const override;
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virtual AccelAmplitude* reverse() const override;
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CC_CONSTRUCTOR_ACCESS:
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AccelAmplitude() {}
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virtual ~AccelAmplitude();
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bool initWithAction(Action *action, float duration);
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protected:
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float _rate;
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ActionInterval *_other;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(AccelAmplitude);
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};
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/** @brief DeccelAmplitude action */
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class CC_DLL DeccelAmplitude : public ActionInterval
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{
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public:
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/** creates the action with an inner action that has the amplitude property, and a duration time */
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static DeccelAmplitude* create(Action *action, float duration);
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/** get amplitude rate */
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inline float getRate(void) const { return _rate; }
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/** set amplitude rate */
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inline void setRate(float rate) { _rate = rate; }
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// overrides
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virtual void startWithTarget(Node *target) override;
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virtual void update(float time) override;
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virtual DeccelAmplitude* clone() const override;
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virtual DeccelAmplitude* reverse() const override;
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CC_CONSTRUCTOR_ACCESS:
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DeccelAmplitude() {}
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virtual ~DeccelAmplitude();
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/** initializes the action with an inner action that has the amplitude property, and a duration time */
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bool initWithAction(Action *action, float duration);
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protected:
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float _rate;
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ActionInterval *_other;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(DeccelAmplitude);
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};
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/** @brief StopGrid action.
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@warning Don't call this action if another grid action is active.
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Call if you want to remove the the grid effect. Example:
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Sequence::actions(Lens::action(...), StopGrid::action(...), nullptr);
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*/
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class CC_DLL StopGrid : public ActionInstant
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{
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public:
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/** Allocates and initializes the action */
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static StopGrid* create();
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// Overrides
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virtual void startWithTarget(Node *target) override;
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virtual StopGrid* clone() const override;
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virtual StopGrid* reverse() const override;
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protected:
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StopGrid() {}
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virtual ~StopGrid() {}
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NodeGrid* _gridNodeTarget;
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void cacheTargetAsGridNode();
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(StopGrid);
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};
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/** @brief ReuseGrid action */
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class CC_DLL ReuseGrid : public ActionInstant
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{
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public:
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/** creates an action with the number of times that the current grid will be reused */
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static ReuseGrid* create(int times);
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// Override
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virtual void startWithTarget(Node *target) override;
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virtual ReuseGrid* clone() const override;
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virtual ReuseGrid* reverse() const override;
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CC_CONSTRUCTOR_ACCESS:
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ReuseGrid() {}
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virtual ~ReuseGrid() {}
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/** initializes an action with the number of times that the current grid will be reused */
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bool initWithTimes(int times);
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protected:
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NodeGrid* _gridNodeTarget;
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void cacheTargetAsGridNode();
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int _times;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ReuseGrid);
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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 // __ACTION_CCGRID_ACTION_H__
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