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/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 ForzeField Studios S.L.
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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 __CCMOTION_STREAK_H__
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#define __CCMOTION_STREAK_H__
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#include "../base_nodes/CCNode.h"
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#include "../include/CCProtocols.h"
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#include "../include/ccTypes.h"
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#include "../textures/CCTexture2D.h"
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#ifdef EMSCRIPTEN
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#include "../base_nodes/CCGLBufferedNode.h"
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#endif // EMSCRIPTEN
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NS_CC_BEGIN
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/**
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* @addtogroup misc_nodes
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* @{
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*/
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/** MotionStreak.
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Creates a trailing path.
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*/
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class CC_DLL CCMotionStreak :
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public CCNodeRGBA,
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public CCTextureProtocol
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#ifdef EMSCRIPTEN
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,
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public CCGLBufferedNode
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#endif // EMSCRIPTEN
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCMotionStreak();
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GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCMotionStreak, CCNodeRGBA)
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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 ~CCMotionStreak();
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/** creates and initializes a motion streak with fade in seconds, minimum segments, stroke's
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* width, color, texture filename */
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static CCMotionStreak* create(
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float fade, float minSeg, float stroke, ccColor3B const& color, char const* path
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);
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/** creates and initializes a motion streak with fade in seconds, minimum segments, stroke's
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* width, color, texture */
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static CCMotionStreak* create(
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float fade, float minSeg, float stroke, ccColor3B const& color, CCTexture2D* texture
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);
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/** initializes a motion streak with fade in seconds, minimum segments, stroke's width, color
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* and texture filename */
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bool initWithFade(
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float fade, float minSeg, float stroke, ccColor3B const& color, char const* path
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);
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/** initializes a motion streak with fade in seconds, minimum segments, stroke's width, color
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* and texture */
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bool initWithFade(
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float fade, float minSeg, float stroke, ccColor3B const& color, CCTexture2D* texture
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);
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/** color used for the tint */
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void tintWithColor(ccColor3B colors);
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/** Remove all living segments of the ribbon */
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void reset();
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/** Override super methods */
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virtual void setPosition(CCPoint const& position);
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virtual void draw();
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virtual void update(float delta);
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/* Implement interfaces */
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virtual CCTexture2D* getTexture(void);
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virtual void setTexture(CCTexture2D* texture);
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/**
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* @js NA
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*/
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virtual void setBlendFunc(ccBlendFunc blendFunc);
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/**
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* @js NA
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*/
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virtual ccBlendFunc getBlendFunc(void);
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virtual GLubyte getOpacity(void);
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virtual void setOpacity(GLubyte opacity);
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virtual void setOpacityModifyRGB(bool bValue);
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virtual bool isOpacityModifyRGB(void);
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// @note RobTop Addition
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void resumeStroke();
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// @note RobTop Addition
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void stopStroke();
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// @note RobTop Addition
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void enableRepeatMode(float);
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// @note RobTop Addition
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bool getDontOpacityFade() const;
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// @note RobTop Addition
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void setDontOpacityFade(bool);
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// @note RobTop Addition
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float getM_fMaxSeg() const;
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// @note RobTop Addition
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void setM_fMaxSeg(float);
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// @note RobTop Addition
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void setStroke(float);
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// @note RobTop Addition
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void updateFade(float);
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/** When fast mode is enabled, new points are added faster but with lower precision */
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inline bool isFastMode() {
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return m_bFastMode;
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}
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inline void setFastMode(bool bFastMode) {
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m_bFastMode = bFastMode;
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}
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inline bool isStartingPositionInitialized() {
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return m_bStartingPositionInitialized;
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}
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inline void setStartingPositionInitialized(bool bStartingPositionInitialized) {
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m_bStartingPositionInitialized = bStartingPositionInitialized;
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}
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protected:
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bool m_bFastMode;
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bool m_bStartingPositionInitialized;
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bool m_bStroke;
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/** texture used for the motion streak */
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CCTexture2D* m_pTexture;
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ccBlendFunc m_tBlendFunc;
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float m_fStroke;
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float m_fFadeDelta;
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float m_fMinSeg;
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unsigned int m_uMaxPoints;
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unsigned int m_uNuPoints;
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unsigned int m_uPreviousNuPoints;
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/** Pointers */
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CCPoint* m_pPointVertexes;
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float* m_pPointState;
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// Opengl
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ccVertex2F* m_pVertices;
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GLubyte* m_pColorPointer;
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ccTex2F* m_pTexCoords;
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// @note RobTop Addition
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bool m_bRepeatMode;
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// @note RobTop Addition
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float m_fRepeatSpeed;
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// @note RobTop Addition
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float m_fRepeatTime;
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// @note RobTop Addition
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bool m_idk;
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// @note RobTop Addition
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float m_fMaxSeg;
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// @note RobTop Addition
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bool m_bDontOpacityFade;
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// @note RobTop Addition
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CCPoint m_tPositionR;
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};
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// end of misc_nodes group
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/// @}
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NS_CC_END
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#endif //__CCMOTION_STREAK_H__
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