Magic_Game/src/kiwano/2d/action/ActionGroup.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/action/Action.h>
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namespace kiwano
{
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KGE_DECLARE_SMART_PTR(ActionGroup);
/**
* \addtogroup Actions
* @{
*/
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class KGE_API ActionGroup
: public Action
{
public:
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using ActionList = IntrusiveList<ActionPtr>;
ActionGroup();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param actions <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param sequence <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>л<EFBFBD>ͬʱִ<CAB1><D6B4>
explicit ActionGroup(Vector<ActionPtr> const& actions, bool sequence = true);
virtual ~ActionGroup();
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/// \~chinese
/// @brief <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
/// @param action <20><><EFBFBD><EFBFBD>
void Add(ActionPtr action);
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/// \~chinese
/// @brief <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param actions <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Add(Vector<ActionPtr> const& actions);
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
ActionList const& GetActions() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionPtr Clone() const override;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
ActionPtr Reverse() const override;
protected:
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void Init(Actor* target) override;
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void Update(Actor* target, Duration dt) override;
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private:
bool sequence_;
ActionPtr current_;
ActionList actions_;
};
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/** @} */
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inline ActionGroup::ActionList const& ActionGroup::GetActions() const { return actions_; }
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}