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								// Copyright (c) 2016-2018 Easy2D - Nomango
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								// 
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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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								// 
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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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								// 
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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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								#pragma once
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								#include "base.hpp"
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								#include "time.h"
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								#include "intrusive/List.hpp"
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								namespace easy2d
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								{
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									class ActionManager;
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									class Action
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										: public RefCounter
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										, protected intrusive::ListItem<spAction>
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									{
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										E2D_DISABLE_COPY(Action);
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										friend class ActionManager;
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										friend class Loop;
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										friend class Sequence;
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										friend class Spawn;
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										friend class intrusive::List<spAction>;
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									public:
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										Action() : running_(false), done_(false), initialized_(false) {}
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										virtual ~Action() {}
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										// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
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										virtual bool IsRunning() { return running_; }
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										// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										virtual void Resume() { running_ = true; }
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										// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
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										virtual void Pause() { running_ = false; }
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										// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
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										virtual void Stop() { done_ = true; }
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										virtual bool IsDone() const { return done_; }
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										// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>
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										virtual spAction Clone() const = 0;
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										// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
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										virtual spAction Reverse() const = 0;
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										// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
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										virtual void Reset()
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										{
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											initialized_ = false;
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											done_ = false;
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										}
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									protected:
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										virtual void Start()
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										{
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											running_ = true;
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											this->Reset();
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										}
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										virtual void Init(Node* target) { initialized_ = true; }
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										virtual void Update(Node* target, Duration const& dt)
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										{
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											if (!initialized_)
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											{
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												Init(target);
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											}
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										}
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									protected:
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										bool running_;
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										bool done_;
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										bool initialized_;
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									};
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								}
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