CCActionInstant.h 9.44 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412
/****************************************************************************
 Copyright (c) 2008-2010 Ricardo Quesada
 Copyright (c) 2010-2012 cocos2d-x.org
 Copyright (c) 2011      Zynga Inc.
 Copyright (c) 2013-2016 Chukong Technologies Inc.
 Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.

http://www.cocos2d-x.org

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/

#ifndef __CCINSTANT_ACTION_H__
#define __CCINSTANT_ACTION_H__

#include <functional>
#include "2d/CCAction.h"

NS_CC_BEGIN

/**
 * @addtogroup actions
 * @{
 */

/** @class ActionInstant
* @brief Instant actions are immediate actions. They don't have a duration like the IntervalAction actions.
**/
class CC_DLL ActionInstant : public FiniteTimeAction
{
public:
    //
    // Overrides
    //
    virtual ActionInstant* clone() const override
    {
        CC_ASSERT(0);
        return nullptr;
    }
    
    virtual ActionInstant * reverse() const override
    {
        CC_ASSERT(0);
        return nullptr;
    }

    virtual void startWithTarget(Node *target) override;
    
    virtual bool isDone() const override;
    /**
     * @param dt In seconds.
     */
    virtual void step(float dt) override;
    /**
     * @param time In seconds.
     */
    virtual void update(float time) override;

private:
    bool _done;
};

/** @class Show
* @brief Show the node.
**/
class CC_DLL Show : public ActionInstant
{
public:
    /** Allocates and initializes the action.
     *
     * @return  An autoreleased Show object.
     */
    static Show * create();

    //
    // Overrides
    //
    /**
     * @param time In seconds.
     */
    virtual void update(float time) override;
    virtual ActionInstant* reverse() const override;
    virtual Show* clone() const override;

CC_CONSTRUCTOR_ACCESS:
    Show(){}
    virtual ~Show(){}

private:
    CC_DISALLOW_COPY_AND_ASSIGN(Show);
};

/** @class Hide
* @brief Hide the node.
*/
class CC_DLL Hide : public ActionInstant
{
public:
    /** Allocates and initializes the action.
     *
     * @return An autoreleased Hide object.
     */
    static Hide * create();

    //
    // Overrides
    //
    /**
     * @param time In seconds.
     */
    virtual void update(float time) override;
    virtual ActionInstant* reverse() const override;
    virtual Hide* clone() const override;

CC_CONSTRUCTOR_ACCESS:
    Hide(){}
    virtual ~Hide(){}

private:
    CC_DISALLOW_COPY_AND_ASSIGN(Hide);
};

/** @class ToggleVisibility
* @brief Toggles the visibility of a node.
*/
class CC_DLL ToggleVisibility : public ActionInstant
{
public:
    /** Allocates and initializes the action.
     *
     * @return An autoreleased ToggleVisibility object.
     */
    static ToggleVisibility * create();

    //
    // Overrides
    //
    /**
     * @param time In seconds.
     */
    virtual void update(float time) override;
    virtual ToggleVisibility* reverse() const override;
    virtual ToggleVisibility* clone() const override;

CC_CONSTRUCTOR_ACCESS:
    ToggleVisibility(){}
    virtual ~ToggleVisibility(){}

private:
    CC_DISALLOW_COPY_AND_ASSIGN(ToggleVisibility);
};

/** @class RemoveSelf
* @brief Remove the node.
*/
class CC_DLL RemoveSelf : public ActionInstant
{
public:
    /** Create the action.
     *
     * @param isNeedCleanUp Is need to clean up, the default value is true.
     * @return An autoreleased RemoveSelf object.
     */
    static RemoveSelf * create(bool isNeedCleanUp = true);

    //
    // Override
    //
    /**
     * @param time In seconds.
     */
    virtual void update(float time) override;
    virtual RemoveSelf* clone() const override;
    virtual RemoveSelf* reverse() const override;
    
CC_CONSTRUCTOR_ACCESS:
    RemoveSelf() : _isNeedCleanUp(true){}
    virtual ~RemoveSelf(){}

    /** init the action */
    bool init(bool isNeedCleanUp);

protected:
    bool _isNeedCleanUp;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(RemoveSelf);
};

/** @class FlipX
* @brief Flips the sprite horizontally.
* @since v0.99.0
*/
class CC_DLL FlipX : public ActionInstant
{
public:
    /** Create the action.
     *
     * @param x Flips the sprite horizontally if true.
     * @return  An autoreleased FlipX object.
     */
    static FlipX * create(bool x);

    //
    // Overrides
    //
    /**
     * @param time In seconds.
     */
    virtual void update(float time) override;
    virtual FlipX* reverse() const override;
    virtual FlipX* clone() const override;
    
CC_CONSTRUCTOR_ACCESS:
    FlipX() :_flipX(false) {}
    virtual ~FlipX() {}

    /** init the action */
    bool initWithFlipX(bool x);

protected:
    bool    _flipX;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(FlipX);
};

/** @class FlipY
* @brief Flips the sprite vertically.
* @since v0.99.0
*/
class CC_DLL FlipY : public ActionInstant
{
public:
    /** Create the action.
     *
     * @param y Flips the sprite vertically if true.
     * @return An autoreleased FlipY object.
     */
    static FlipY * create(bool y);

    //
    // Overrides
    //
    /**
     * @param time In seconds.
     */
    virtual void update(float time) override;
    virtual FlipY* reverse() const override;
    virtual FlipY* clone() const override;
    
CC_CONSTRUCTOR_ACCESS:
    FlipY() :_flipY(false) {}
    virtual ~FlipY() {}

    /** init the action */
    bool initWithFlipY(bool y);

protected:
    bool    _flipY;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(FlipY);
};

/** @class Place
* @brief Places the node in a certain position.
*/
class CC_DLL Place : public ActionInstant
{
public:

    /** Creates a Place action with a position.
     *
     * @param pos  A certain position.
     * @return  An autoreleased Place object.
     */
    static Place * create(const Vec2& pos);

    //
    // Overrides
    //
    /**
     * @param time In seconds.
     */
    virtual void update(float time) override;
    virtual Place* reverse() const override;
    virtual Place* clone() const override;
    
CC_CONSTRUCTOR_ACCESS:
    Place(){}
    virtual ~Place(){}

    /** Initializes a Place action with a position */
    bool initWithPosition(const Vec2& pos);

protected:
    Vec2 _position;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(Place);
};


/** @class CallFunc
* @brief Calls a 'callback'.
*/
class CC_DLL CallFunc : public ActionInstant
{
public:
    /** Creates the action with the callback of type std::function<void()>.
     This is the preferred way to create the callback.
     * When this function bound in js or lua ,the input param will be changed.
     * In js: var create(var func, var this, var [data]) or var create(var func).
     * In lua:local create(local funcID).
     *
     * @param func  A callback function need to be executed.
     * @return  An autoreleased CallFunc object.
     */
    static CallFunc * create(const std::function<void()>& func);

public:
    /** Executes the callback.
     */
    virtual void execute();

    //
    // Overrides
    //
    /**
     * @param time In seconds.
     */
    virtual void update(float time) override;
    virtual CallFunc* reverse() const override;
    virtual CallFunc* clone() const override;
    
CC_CONSTRUCTOR_ACCESS:
    CallFunc() = default;
    virtual ~CallFunc() = default;
    
    /** initializes the action with the std::function<void()>
     * @lua NA
     */
    bool initWithFunction(const std::function<void()>& func);

protected:
    
    /** function that will be called */
    std::function<void()> _function;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(CallFunc);
};

/** @class CallFuncN
* @brief Calls a 'callback' with the node as the first argument. N means Node.
* @js NA
*/
class CC_DLL CallFuncN : public CallFunc
{
public:
    /** Creates the action with the callback of type std::function<void()>.
     This is the preferred way to create the callback.
     *
     * @param func  A callback function need to be executed.
     * @return  An autoreleased CallFuncN object.
     */
    static CallFuncN * create(const std::function<void(Node*)>& func);

    //
    // Overrides
    //
    virtual CallFuncN* clone() const override;
    virtual void execute() override;
    
CC_CONSTRUCTOR_ACCESS:
    CallFuncN():_functionN(nullptr){}
    virtual ~CallFuncN(){}

    /** initializes the action with the std::function<void(Node*)> */
    bool initWithFunction(const std::function<void(Node*)>& func);

protected:
    /** function that will be called with the "sender" as the 1st argument */
    std::function<void(Node*)> _functionN;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(CallFuncN);
};

// end of actions group
/// @}

NS_CC_END

#endif //__CCINSTANT_ACTION_H__