Magic_Game/Easy2D/Tool/ActionManager.cpp

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#include "..\easy2d.h"
#include <assert.h>
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static std::vector<Action*> s_vActions;
void ActionManager::__exec()
{
// <20><>ȡ<EFBFBD><C8A1>ǰʱ<C7B0><CAB1>
static LARGE_INTEGER nNow;
QueryPerformanceCounter(&nNow);
// ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еĶ<D0B5><C4B6><EFBFBD>
std::vector<Action*>::iterator iter;
for (iter = s_vActions.begin(); iter != s_vActions.end();)
{
if ((*iter)->isRunning() && (*iter)->_exec(nNow))
{
// _exec <20><><EFBFBD><EFBFBD> true ʱ˵<CAB1><CBB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
(*iter)->release();
iter = s_vActions.erase(iter);
}
else
{
iter++;
}
}
}
void ActionManager::addAction(Action * action)
{
if (action)
{
#ifdef _DEBUG
for (auto a : s_vActions)
{
assert(a != action);
}
#endif
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s_vActions.push_back(action);
action->_init();
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}
}
void ActionManager::startAction(Action * action)
{
resumeAction(action);
}
void ActionManager::resumeAction(Action * action)
{
for (auto act : s_vActions)
{
if (act == action)
{
act->resume();
}
}
}
void ActionManager::pauseAction(Action * action)
{
for (auto act : s_vActions)
{
if (act == action)
{
act->pause();
}
}
}
void ActionManager::stopAction(Action * action)
{
for (auto act : s_vActions)
{
if (act == action)
{
act->stop();
}
}
}
void ActionManager::startSpriteAllActions(Sprite * sprite)
{
resumeSpriteAllActions(sprite);
}
void ActionManager::resumeSpriteAllActions(Sprite * sprite)
{
for (auto action : s_vActions)
{
if (action->m_pParent == sprite)
{
action->resume();
}
}
}
void ActionManager::pauseSpriteAllActions(Sprite * sprite)
{
for (auto action : s_vActions)
{
if (action->m_pParent == sprite)
{
action->pause();
}
}
}
void ActionManager::stopSpriteAllActions(Sprite * sprite)
{
for (auto action : s_vActions)
{
if (action->m_pParent == sprite)
{
action->stop();
}
}
}
void ActionManager::startAllActions()
{
resumeAllActions();
}
void ActionManager::resumeAllActions()
{
for (auto action : s_vActions)
{
action->resume();
}
}
void ActionManager::pauseAllActions()
{
for (auto action : s_vActions)
{
action->pause();
}
}
void ActionManager::stopAllActions()
{
for (auto action : s_vActions)
{
action->stop();
}
}