Magic_Game/core/e2daction.h

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#pragma once
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#include "e2dnode.h"
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namespace e2d
{
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class ActionManager;
class ActionTwo;
class ActionLoop;
class ActionSequence;
class EActionTwoAtSameTime;
class TransitionFade;
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class Action :
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public Object
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{
friend ActionManager;
friend ActionTwo;
friend ActionLoop;
friend ActionSequence;
friend EActionTwoAtSameTime;
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public:
Action();
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virtual ~Action();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
virtual bool isRunning();
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
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virtual void setTarget(
Node* pTarget /* ִ<>иö<D0B8><C3B6><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF> */
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void resume();
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void pause();
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
virtual void stop();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual String getName() const;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void setName(
String name
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);
// <20><>ȡһ<C8A1><D2BB><EFBFBD>µ<EFBFBD><C2B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Action * reverse() const;
// <20><>ȡһ<C8A1><D2BB><EFBFBD>µĿ<C2B5><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Action * clone() const = 0;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset();
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>Ŀ<EFBFBD><C4BF>
virtual Node * getTarget();
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init();
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
virtual bool _isEnding();
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime();
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protected:
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String m_sName;
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bool m_bRunning;
bool m_bEnding;
bool m_bInit;
Node * m_pTarget;
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Scene * m_pParentScene;
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double m_fLast;
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};
class ActionGradual :
public Action
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionGradual(
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double duration
);
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
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double m_fDuration;
double m_fRateOfProgress;
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};
class ActionMoveBy :
public ActionGradual
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
ActionMoveBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Vector vector /* λ<><CEBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionMoveBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionMoveBy * reverse() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
Point m_BeginPos;
Vector m_MoveVec;
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};
class ActionMoveTo :
public ActionMoveBy
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{
public:
// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
ActionMoveTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Point pos /* λ<><CEBB><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionMoveTo * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
Point m_EndPos;
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};
class ActionScaleBy :
public ActionGradual
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scale /* <20><><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionScaleBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionScaleBy * reverse() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
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protected:
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double m_nBeginScaleX;
double m_nBeginScaleY;
double m_nVariationX;
double m_nVariationY;
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};
class ActionScaleTo :
public ActionScaleBy
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scale /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionScaleTo * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
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double m_nEndScaleX;
double m_nEndScaleY;
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};
class ActionOpacityBy :
public ActionGradual
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{
public:
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><E4B6AF>
ActionOpacityBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double opacity /* ͸<><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionOpacityBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionOpacityBy * reverse() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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double m_nBeginVal;
double m_nVariation;
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};
class ActionOpacityTo :
public ActionOpacityBy
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{
public:
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><E4B6AF>
ActionOpacityTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double opacity /* ͸<><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionOpacityTo * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
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double m_nEndVal;
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};
class ActionFadeIn :
public ActionOpacityTo
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB6AF>
ActionFadeIn(
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double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
) : ActionOpacityTo(duration, 1) {}
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};
class ActionFadeOut :
public ActionOpacityTo
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionFadeOut(
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double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
) : ActionOpacityTo(duration, 0) {}
};
class ActionRotateBy :
public ActionGradual
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
ActionRotateBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double rotation /* <20><>ת<EFBFBD>Ƕȱ仯ֵ */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionRotateBy * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionRotateBy * reverse() const override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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double m_nBeginVal;
double m_nVariation;
};
class ActionRotateTo :
public ActionRotateBy
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
ActionRotateTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double rotation /* <20><>ת<EFBFBD>Ƕ<EFBFBD><C7B6><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionRotateTo * clone() const override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
protected:
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double m_nEndVal;
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};
class ActionTwo :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionTwo(
Action * pActionFirst, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Action * pActionSecond, /* <20>ڶ<EFBFBD><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
bool bAtSameTime = false /* ͬʱ<CDAC><CAB1>ʼ */
);
virtual ~ActionTwo();
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionTwo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionTwo * reverse(
bool actionReverse = true /* <20>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>Ƿ<EFBFBD>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD><E6B6AF> */
) const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
Action* m_pFirstAction;
Action* m_pSecondAction;
bool m_bAtSameTime;
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};
class ActionSequence :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionSequence();
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#ifdef HIGHER_THAN_VS2012
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionSequence(
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const InitList<Action*>& vActions /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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#else
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionSequence(
int number, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Action * action, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
...
);
#endif
virtual ~ActionSequence();
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
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void add(
Action * action
);
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#ifdef HIGHER_THAN_VS2012
// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void add(
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const InitList<Action*>& vActions /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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#else
// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void add(
int number, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Action * action, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
...
);
#endif
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionSequence * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionSequence * reverse(
bool actionReverse = true /* <20>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>Ƿ<EFBFBD>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD><E6B6AF> */
) const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
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protected:
UINT m_nActionIndex;
std::vector<Action*> m_vActions;
};
class ActionDelay :
public Action
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
ActionDelay(
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double duration /* <20>ӳ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionDelay * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
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protected:
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double m_fDelayTime;
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};
class ActionLoop :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionLoop(
Action * action, /* ִ<><D6B4>ѭ<EFBFBD><D1AD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD> */
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int times = -1 /* ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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virtual ~ActionLoop();
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionLoop * clone() const override;
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2018-02-06 15:34:47 +08:00
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
Action * m_pAction;
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int m_nTimes;
int m_nTotalTimes;
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};
class Animation :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation();
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// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
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double interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
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#ifdef HIGHER_THAN_VS2012
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// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
const InitList<Image*>& vImages /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
double interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
const InitList<Image*>& vImages /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
);
#else
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// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
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int number, /* ֡<><D6A1><EFBFBD><EFBFBD> */
Image * frame, /* <20><>һ֡ */
...
2018-04-01 00:04:33 +08:00
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
double interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
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int number, /* ֡<><D6A1><EFBFBD><EFBFBD> */
Image * frame, /* <20><>һ֡ */
...
);
2018-04-01 13:16:07 +08:00
#endif
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virtual ~Animation();
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// <20><><EFBFBD>ӹؼ<D3B9>֡
void add(
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Image * frame /* <20>ؼ<EFBFBD>֡ */
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);
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#ifdef HIGHER_THAN_VS2012
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ؼ<EFBFBD>֡
void add(
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const InitList<Image*>& vImages /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
);
2018-04-01 13:16:07 +08:00
#else
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ؼ<EFBFBD>֡
void add(
int number, /* ֡<><D6A1><EFBFBD><EFBFBD> */
Image * frame, /* <20><>һ֡ */
...
);
#endif
2018-02-04 21:24:27 +08:00
// <20><><EFBFBD><EFBFBD>ÿһ֡<D2BB><D6A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-01-30 16:45:38 +08:00
void setInterval(
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double interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Animation * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual Animation * reverse() const override;
2017-10-19 00:50:04 +08:00
2018-02-06 15:34:47 +08:00
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2017-10-19 00:50:04 +08:00
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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double m_fInterval;
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UINT m_nFrameIndex;
std::vector<Image*> m_vFrames;
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};
class ActionFunc :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
ActionFunc(
Function func /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionFunc * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
Function m_Callback;
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};
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}
namespace e2d
{
namespace action
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
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inline e2d::ActionMoveBy* MoveBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Vector vector /* λ<><CEBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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)
{
return new (std::nothrow) ActionMoveBy(duration, vector);
}
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// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
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inline e2d::ActionMoveTo* MoveTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Point pos /* λ<><CEBB><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionMoveTo(duration, pos);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionScaleBy* ScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scale /* <20><><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionScaleBy(duration, scale);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionScaleBy* ScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionScaleBy(duration, scaleX, scaleY);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionScaleTo* ScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scale /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionScaleTo(duration, scale);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionScaleTo* ScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionScaleTo(duration, scaleX, scaleY);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><E4B6AF>
2018-04-03 09:34:38 +08:00
inline e2d::ActionOpacityBy* OpacityBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double opacity /* ͸<><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionOpacityBy(duration, opacity);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><E4B6AF>
2018-04-03 09:34:38 +08:00
inline e2d::ActionOpacityTo* OpacityTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double opacity /* ͸<><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionOpacityTo(duration, opacity);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB6AF>
2018-04-03 09:34:38 +08:00
inline e2d::ActionFadeIn* FadeIn(
2018-04-01 13:16:07 +08:00
double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionFadeIn(duration);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionFadeOut* FadeOut(
2018-04-01 13:16:07 +08:00
double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionFadeOut(duration);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionRotateBy* RotateBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double rotation /* <20><>ת<EFBFBD>Ƕȱ仯ֵ */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionRotateBy(duration, rotation);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionRotateTo* RotateTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double rotation /* <20><>ת<EFBFBD>Ƕ<EFBFBD><C7B6><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionRotateTo(duration, rotation);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionTwo* Two(
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Action * pActionFirst, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Action * pActionSecond, /* <20>ڶ<EFBFBD><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
bool bAtSameTime = false /* ͬʱ<CDAC><CAB1>ʼ */
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)
{
return new (std::nothrow) ActionTwo(pActionFirst, pActionSecond, bAtSameTime);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionDelay* Delay(
2018-04-01 13:16:07 +08:00
double duration /* <20>ӳ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>룩 */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionDelay(duration);
}
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionLoop* Loop(
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Action * action, /* ִ<><D6B4>ѭ<EFBFBD><D1AD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD> */
int times = -1 /* ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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)
{
return new (std::nothrow) ActionLoop(action, times);
}
2018-03-27 18:46:18 +08:00
2018-04-01 13:16:07 +08:00
// <20><><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionFunc* Func(
2018-04-01 13:16:07 +08:00
Function func /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionFunc(func);
}
2018-04-01 13:16:07 +08:00
2018-04-24 20:22:41 +08:00
#ifdef HIGHER_THAN_VS2012
2018-04-01 13:16:07 +08:00
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionSequence* Sequence(
2018-04-01 13:16:07 +08:00
const InitList<Action*>& vActions /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) ActionSequence(vActions);
}
2018-04-01 13:16:07 +08:00
2018-03-27 18:46:18 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::Animation* Animate(
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double interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
const InitList<Image*>& vFrames /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
2018-04-03 09:34:38 +08:00
)
{
return new (std::nothrow) Animation(interval, vFrames);
}
2018-04-01 13:16:07 +08:00
#else
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-03 09:34:38 +08:00
inline e2d::ActionSequence* Sequence(
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int number, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Action * action1, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
...
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)
{
auto action = new (std::nothrow) ActionSequence();
if (action)
{
Action ** ppAction = &action1;
while (number > 0)
{
WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
action->add(*ppAction);
ppAction++;
number--;
}
}
return action;
}
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// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
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inline e2d::Animation* Animate(
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double interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
int number, /* ֡<><D6A1><EFBFBD><EFBFBD> */
Image * frame, /* <20><>һ֡ */
...
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)
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{
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auto animation = new (std::nothrow) Animation(interval);
if (animation)
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{
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Image ** ppImage = &frame;
while (number > 0)
{
WARN_IF((*ppImage) == nullptr, "Animation NULL pointer exception!");
animation->add(*ppImage);
ppImage++;
number--;
}
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}
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return animation;
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}
#endif
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}
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}