2019-04-11 14:40:54 +08:00
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// Copyright (c) 2016-2018 Kiwano - Nomango
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2020-01-21 10:09:55 +08:00
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//
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2019-03-31 01:37:06 +08:00
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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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2020-01-21 10:09:55 +08:00
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//
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2019-03-31 01:37:06 +08:00
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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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2020-01-21 10:09:55 +08:00
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//
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2019-03-31 01:37:06 +08:00
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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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2020-01-17 16:55:47 +08:00
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#include <kiwano/core/Common.h>
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2019-12-23 18:05:08 +08:00
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#include <kiwano/core/ObjectBase.h>
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#include <kiwano/core/SmartPtr.hpp>
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#include <kiwano/core/Time.h>
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#include <kiwano/math/Math.h>
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2019-03-31 01:37:06 +08:00
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2019-04-11 14:40:54 +08:00
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namespace kiwano
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{
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class Actor;
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class ActionManager;
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KGE_DECLARE_SMART_PTR(Action);
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/**
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* \~chinese
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* \defgroup Actions 动画
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*/
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/**
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* \addtogroup Actions
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* @{
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*/
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/// \~chinese
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/// @brief 动画
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class KGE_API Action
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: public virtual ObjectBase
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, protected IntrusiveListItem<ActionPtr>
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{
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friend class ActionManager;
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friend class ActionGroup;
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friend IntrusiveList<ActionPtr>;
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public:
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/// \~chinese
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/// @brief 动画结束时的回调函数
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using DoneCallback = Function<void(Actor* /* target */)>;
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Action();
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virtual ~Action();
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/// \~chinese
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/// @brief 继续动画
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void Resume();
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/// \~chinese
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/// @brief 暂停动画
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void Pause();
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/// \~chinese
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/// @brief 停止动画
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void Stop();
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/// \~chinese
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/// @brief 设置动画延时
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void SetDelay(Duration delay);
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/// \~chinese
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/// @brief 设置循环次数
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/// @param loops 循环次数,-1 为永久循环
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void SetLoops(int loops);
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/// \~chinese
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/// @brief 动画结束时移除目标角色
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void RemoveTargetWhenDone();
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/// \~chinese
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/// @brief 设置动画结束时的回调函数
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void SetDoneCallback(DoneCallback const& cb);
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/// \~chinese
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/// @brief 设置动画循环结束时的回调函数
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void SetLoopDoneCallback(DoneCallback const& cb);
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/// \~chinese
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/// @brief 获取动画的拷贝
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virtual ActionPtr Clone() const = 0;
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/// \~chinese
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/// @brief 获取动画的倒转
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virtual ActionPtr Reverse() const = 0;
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/// \~chinese
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/// @brief 获取动画的运行状态
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bool IsRunning() const;
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/// \~chinese
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/// @brief 获取动画的循环次数
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int GetLoops() const;
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/// \~chinese
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/// @brief 获取动画的延时
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Duration GetDelay() const;
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/// \~chinese
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/// @brief 获取动画结束时的回调函数
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DoneCallback GetDoneCallback() const;
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/// \~chinese
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/// @brief 获取动画循环结束时的回调函数
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DoneCallback GetLoopDoneCallback() const;
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protected:
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/// \~chinese
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/// @brief 初始化动画
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virtual void Init(Actor* target);
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/// \~chinese
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/// @brief 更新动画
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virtual void Update(Actor* target, Duration dt);
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/// \~chinese
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/// @brief 更新一个时间步
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void UpdateStep(Actor* target, Duration dt);
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/// \~chinese
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/// @brief 完成动画
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void Complete(Actor* target);
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/// \~chinese
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/// @brief 重新开始动画
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void Restart(Actor* target);
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/// \~chinese
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/// @brief 动画状态
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enum class Status
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{
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NotStarted, ///< 未开始
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Delayed, ///< 等待延时
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Started, ///< 已开始
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Done, ///< 已结束
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Removeable ///< 可移除
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};
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/// \~chinese
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/// @brief 获取动画状态
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Status GetStatus() const;
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/// \~chinese
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/// @brief 获取消逝时间
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Duration GetElapsed() const;
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/// \~chinese
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/// @brief 获取完成的循环次数
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int GetLoopsDone() const;
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/// \~chinese
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/// @brief 结束动画
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void Done();
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/// \~chinese
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/// @brief 是否已结束
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bool IsDone() const;
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/// \~chinese
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/// @brief 是否可移除
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bool IsRemoveable() const;
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private:
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Status status_;
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bool running_;
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bool detach_target_;
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int loops_;
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int loops_done_;
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Duration delay_;
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Duration elapsed_;
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DoneCallback cb_done_;
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DoneCallback cb_loop_done_;
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};
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/** @} */
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inline void Action::Resume()
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{
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running_ = true;
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}
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inline void Action::Pause()
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{
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running_ = false;
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}
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inline void Action::Stop()
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{
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Done();
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}
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inline void Action::SetDelay(Duration delay)
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{
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delay_ = delay;
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}
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inline void Action::SetLoops(int loops)
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{
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loops_ = loops;
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}
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inline void Action::RemoveTargetWhenDone()
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{
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detach_target_ = true;
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}
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inline void Action::SetDoneCallback(DoneCallback const& cb)
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{
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cb_done_ = cb;
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}
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inline void Action::SetLoopDoneCallback(DoneCallback const& cb)
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{
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cb_loop_done_ = cb;
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}
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inline void Action::Done()
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{
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status_ = Status::Done;
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}
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inline Action::Status Action::GetStatus() const
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{
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return status_;
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}
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inline bool Action::IsRunning() const
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{
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return running_;
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}
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inline bool Action::IsDone() const
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{
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return status_ == Status::Done || status_ == Status::Removeable;
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}
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inline bool Action::IsRemoveable() const
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{
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return status_ == Status::Removeable;
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}
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inline int Action::GetLoops() const
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{
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return loops_;
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}
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inline Duration Action::GetDelay() const
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{
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return delay_;
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}
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inline Duration Action::GetElapsed() const
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{
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return elapsed_;
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}
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inline int Action::GetLoopsDone() const
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{
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return loops_done_;
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}
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inline Action::DoneCallback Action::GetDoneCallback() const
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{
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return cb_done_;
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}
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inline Action::DoneCallback Action::GetLoopDoneCallback() const
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{
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return cb_loop_done_;
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}
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} // namespace kiwano
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