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/core/common.h>
#include <kiwano/core/time.h>
#include <kiwano/core/SmartPtr.hpp>
#include <kiwano/core/ObjectBase.h>
#include <kiwano/math/math.h>
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namespace kiwano
{
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class Actor;
class ActionManager;
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KGE_DECLARE_SMART_PTR(Action);
/**
* \~chinese
* \defgroup Actions <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
/**
* \addtogroup Actions
* @{
*/
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>
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class KGE_API Action
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: public virtual ObjectBase
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, protected IntrusiveListItem<ActionPtr>
{
friend class ActionManager;
friend class ActionGroup;
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friend IntrusiveList<ActionPtr>;
public:
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
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using DoneCallback = Function<void(Actor* /* target */)>;
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Action();
virtual ~Action();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void Resume();
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/// \~chinese
/// @brief <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
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void Pause();
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/// \~chinese
/// @brief ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
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void Stop();
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/// \~chinese
/// @brief <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ʱ
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void SetDelay(Duration delay);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param loops ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>-1 Ϊ<><CEAA><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD>
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void SetLoops(int loops);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ƴ<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>ɫ
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void RemoveTargetWhenDone();
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/// \~chinese
/// @brief <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetDoneCallback(DoneCallback const& cb);
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/// \~chinese
/// @brief <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetLoopDoneCallback(DoneCallback const& cb);
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>
virtual ActionPtr Clone() const = 0;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ActionPtr Reverse() const = 0;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
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bool IsRunning() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int GetLoops() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ
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Duration GetDelay() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
DoneCallback GetDoneCallback() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
DoneCallback GetLoopDoneCallback() const;
protected:
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/// \~chinese
/// @brief <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void Init(Actor* target);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void Update(Actor* target, Duration dt);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>ʱ<EFBFBD>
void UpdateStep(Actor* target, Duration dt);
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/// \~chinese
/// @brief <20><><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
void Complete(Actor* target);
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/// \~chinese
/// @brief <20><><EFBFBD>¿<EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
void Restart(Actor* target);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>״̬
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enum class Status
{
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NotStarted, ///< δ<><CEB4>ʼ
Delayed, ///< <20>ȴ<EFBFBD><C8B4><EFBFBD>ʱ
Started, ///< <20>ѿ<EFBFBD>ʼ
Done, ///< <20>ѽ<EFBFBD><D1BD><EFBFBD>
Removeable ///< <20><><EFBFBD>Ƴ<EFBFBD>
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};
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>״̬
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Status GetStatus() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
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Duration GetElapsed() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>ɵ<EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int GetLoopsDone() const;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void Done();
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/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7>ѽ<EFBFBD><D1BD><EFBFBD>
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bool IsDone() const;
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/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>Ƴ<EFBFBD>
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bool IsRemoveable() const;
private:
Status status_;
bool running_;
bool detach_target_;
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int loops_;
int loops_done_;
Duration delay_;
Duration elapsed_;
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DoneCallback cb_done_;
DoneCallback cb_loop_done_;
};
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/** @} */
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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;
}
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inline void Action::SetDoneCallback(DoneCallback const& cb)
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{
cb_done_ = cb;
}
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inline void Action::SetLoopDoneCallback(DoneCallback const& cb)
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{
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_;
}
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inline Action::DoneCallback Action::GetDoneCallback() const
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{
return cb_done_;
}
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inline Action::DoneCallback Action::GetLoopDoneCallback() const
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{
return cb_loop_done_;
}
}