Magic_Game/src/kiwano/2d/action/Action.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// 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.
#pragma once
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#include <kiwano/2d/include-forwards.h>
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namespace kiwano
{
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using ActionCallback = Function<void()>;
class ActionManager;
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class KGE_API Action
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: public ObjectBase
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, protected IntrusiveListItem<ActionPtr>
{
friend class ActionManager;
friend class ActionGroup;
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friend IntrusiveList<ActionPtr>;
public:
Action();
virtual ~Action();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void Resume();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
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void Pause();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
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void Stop();
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ʱ
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void SetDelay(Duration delay);
// <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (-1 Ϊ<><CEAA><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD>)
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void SetLoops(int loops);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ƴ<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>ɫ
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void RemoveTargetWhenDone();
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
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void SetDoneCallback(ActionCallback const& cb);
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
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void SetLoopDoneCallback(ActionCallback const& cb);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>
virtual ActionPtr Clone() const = 0;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ActionPtr Reverse() const = 0;
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bool IsRunning() const;
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int GetLoops() const;
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Duration GetDelay() const;
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ActionCallback GetDoneCallback() const;
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ActionCallback GetLoopDoneCallback() const;
protected:
virtual void Init(ActorPtr target);
virtual void Update(ActorPtr target, Duration dt);
void UpdateStep(ActorPtr target, Duration dt);
void Complete(ActorPtr target);
void Restart(ActorPtr target);
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enum class Status
{
NotStarted,
Delayed,
Started,
Done,
Removeable
};
Status GetStatus() const;
Duration GetElapsed() const;
int GetLoopsDone() const;
void Done();
bool IsDone() const;
bool IsRemoveable() const;
private:
Status status_;
bool running_;
bool detach_target_;
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int loops_;
int loops_done_;
Duration delay_;
Duration elapsed_;
ActionCallback cb_done_;
ActionCallback cb_loop_done_;
};
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inline void Action::Resume()
{
running_ = true;
}
inline void Action::Pause()
{
running_ = false;
}
inline void Action::Stop()
{
Done();
}
inline void Action::SetDelay(Duration delay)
{
delay_ = delay;
}
inline void Action::SetLoops(int loops)
{
loops_ = loops;
}
inline void Action::RemoveTargetWhenDone()
{
detach_target_ = true;
}
inline void Action::SetDoneCallback(ActionCallback const& cb)
{
cb_done_ = cb;
}
inline void Action::SetLoopDoneCallback(ActionCallback const& cb)
{
cb_loop_done_ = cb;
}
inline void Action::Done()
{
status_ = Status::Done;
}
inline Action::Status Action::GetStatus() const
{
return status_;
}
inline bool Action::IsRunning() const
{
return running_;
}
inline bool Action::IsDone() const
{
return status_ == Status::Done || status_ == Status::Removeable;
}
inline bool Action::IsRemoveable() const
{
return status_ == Status::Removeable;
}
inline int Action::GetLoops() const
{
return loops_;
}
inline Duration Action::GetDelay() const
{
return delay_;
}
inline Duration Action::GetElapsed() const
{
return elapsed_;
}
inline int Action::GetLoopsDone() const
{
return loops_done_;
}
inline ActionCallback Action::GetDoneCallback() const
{
return cb_done_;
}
inline ActionCallback Action::GetLoopDoneCallback() const
{
return cb_loop_done_;
}
}