text: /****************************************************************************
  Copyright (c) 2010-2012 cocos2d-x.org
  Copyright (c) 2009-2010 Ricardo Quesada
  Copyright (c) 2011      Zynga Inc.
  
  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 __CCPARALLAX_NODE_H__
  #define __CCPARALLAX_NODE_H__
  
  #include "base_nodes/CCNode.h"
  /*#include "support/data_support/ccArray.h"*/
  
  NS_CC_BEGIN
  
  struct _ccArray;
  
  /**
   * @addtogroup tilemap_parallax_nodes
   * @{
   */
  
  /** @brief CCParallaxNode: A node that simulates a parallax scroller
  
  The children will be moved faster / slower than the parent according the the parallax ratio.
  
  */
  class CC_DLL CCParallaxNode : public CCNode 
  {
      /** array that holds the offset / ratio of the children */
      CC_SYNTHESIZE(struct _ccArray *, m_pParallaxArray, ParallaxArray)
  
  public:
      /** Adds a child to the container with a z-order, a parallax ratio and a position offset
      It returns self, so you can chain several addChilds.
      @since v0.8
      */
      CCParallaxNode();
      virtual ~CCParallaxNode();
  
      static CCParallaxNode * create();
      virtual void addChild(CCNode * child, unsigned int z, const CCPoint& parallaxRatio, const CCPoint& positionOffset);
      // super methods
      virtual void addChild(CCNode * child, unsigned int zOrder, int tag);
      virtual void removeChild(CCNode* child, bool cleanup);
      virtual void removeAllChildrenWithCleanup(bool cleanup);
      virtual void visit(void);
  private:
      CCPoint absolutePosition();
  protected:
      CCPoint    m_tLastPosition;
  };
  
  // end of tilemap_parallax_nodes group
  /// @}
  
  NS_CC_END
  
  #endif //__CCPARALLAX_NODE_H__
  
  
  