Magic_Game/Easy2D/Tool/ActionManager.cpp

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#include "..\easy2d.h"
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#include "..\Win\winbase.h"
#include <assert.h>
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static std::vector<Action*> s_vActions;
void ActionManager::__exec()
{
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// <20><>ʱָ<CAB1><D6B8>
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static Action * action;
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// ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еĶ<D0B5><C4B6><EFBFBD>
for (size_t i = 0; i < s_vActions.size(); i++)
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{
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action = s_vActions[i];
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
if (action->isRunning())
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{
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if (action->isEnding())
{
// <20><><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
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action->autoRelease();
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action->release();
s_vActions.erase(s_vActions.begin() + i);
}
else
{
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (!action->m_bInit)
{
action->_init();
}
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
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action->_exec(GetNow());
}
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}
}
}
void ActionManager::addAction(Action * action)
{
if (action)
{
#ifdef _DEBUG
for (auto a : s_vActions)
{
assert(a != action);
}
#endif
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action->m_pParentScene = EApp::getLoadingScene();
s_vActions.push_back(action);
}
}
void ActionManager::notifyAllSceneActions(EScene * scene)
{
for (auto action : s_vActions)
{
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if (action->m_pParentScene == scene)
{
action->notify();
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}
}
}
void ActionManager::waitAllSceneActions(EScene * scene)
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{
for (auto action : s_vActions)
{
if (action->m_pParentScene == scene)
{
action->wait();
}
}
}
void ActionManager::stopAllSceneActions(EScene * scene)
{
for (auto action : s_vActions)
{
if (action->m_pParentScene == scene)
{
action->stop();
}
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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_pTargetSprite == sprite)
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{
action->resume();
}
}
}
void ActionManager::pauseSpriteAllActions(Sprite * sprite)
{
for (auto action : s_vActions)
{
if (action->m_pTargetSprite == sprite)
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{
action->pause();
}
}
}
void ActionManager::stopSpriteAllActions(Sprite * sprite)
{
for (auto action : s_vActions)
{
if (action->m_pTargetSprite == sprite)
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{
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();
}
}
void ActionManager::clearAllActions()
{
for (auto action : s_vActions)
{
action->autoRelease();
action->release();
}
s_vActions.clear();
}