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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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							|  |  |  | 
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										 |  |  | #include "ActionGroup.h"
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										 |  |  | #include "logs.h"
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							|  |  |  | namespace easy2d | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	//-------------------------------------------------------
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							|  |  |  | 	// Sequence
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							|  |  |  | 	//-------------------------------------------------------
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							|  |  |  | 
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							|  |  |  | 	Sequence::Sequence() | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	Sequence::Sequence(Array<ActionPtr> const& actions) | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 		this->Add(actions); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	Sequence::~Sequence() | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void Sequence::Init(NodePtr const& target) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		if (actions_.IsEmpty()) | 
					
						
							|  |  |  | 			Done(); | 
					
						
							|  |  |  | 		else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			current_ = actions_.First(); | 
					
						
							|  |  |  | 			current_->Restart(target);	// init
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							|  |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	void Sequence::Update(NodePtr const& target, Duration dt) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		if (current_) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			current_->UpdateStep(target, dt); | 
					
						
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							|  |  |  | 			if (current_->IsDone()) | 
					
						
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										 |  |  | 			{ | 
					
						
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										 |  |  | 				current_ = current_->NextItem(); | 
					
						
							|  |  |  | 				if (current_) | 
					
						
							|  |  |  | 					current_->Restart(target); | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 		if (!current_) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			Complete(target); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void Sequence::Add(ActionPtr const& action) | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 		if (action) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			actions_.PushBack(action); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void Sequence::Add(Array<ActionPtr> const& actions) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		for (const auto& action : actions) | 
					
						
							|  |  |  | 			Add(action); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	ActionPtr Sequence::Clone() const | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		auto sequence = new (std::nothrow) Sequence(); | 
					
						
							|  |  |  | 		if (sequence) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			for (auto action = actions_.First(); action; action = action->NextItem()) | 
					
						
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										 |  |  | 			{ | 
					
						
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										 |  |  | 				if (action) | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					sequence->Add(action->Clone()); | 
					
						
							|  |  |  | 				} | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		return sequence; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	ActionPtr Sequence::Reverse() const | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		auto sequence = new (std::nothrow) Sequence(); | 
					
						
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										 |  |  | 		if (sequence && !actions_.IsEmpty()) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			for (auto action = actions_.Last(); action; action = action->PrevItem()) | 
					
						
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										 |  |  | 			{ | 
					
						
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										 |  |  | 				sequence->Add(action->Reverse()); | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		return sequence; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	//-------------------------------------------------------
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							|  |  |  | 	// Spawn
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							|  |  |  | 	//-------------------------------------------------------
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							|  |  |  | 	Spawn::Spawn() | 
					
						
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										 |  |  | 		: size_(0) | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	Spawn::Spawn(Array<ActionPtr> const& actions) | 
					
						
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										 |  |  | 		: size_(0) | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 		this->Add(actions); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	Spawn::~Spawn() | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void Spawn::Init(NodePtr const& target) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		if (actions_.IsEmpty()) | 
					
						
							|  |  |  | 			Done(); | 
					
						
							|  |  |  | 		else | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			for (auto action = actions_.First(); action; action = action->NextItem()) | 
					
						
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										 |  |  | 			{ | 
					
						
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										 |  |  | 				action->Restart(target);	// init
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void Spawn::Update(NodePtr const& target, Duration dt) | 
					
						
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										 |  |  | 		int done_num = 0; | 
					
						
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										 |  |  | 		for (auto action = actions_.First(); action; action = action->NextItem()) | 
					
						
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										 |  |  | 		{ | 
					
						
							|  |  |  | 			if (action->IsDone()) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				++done_num; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			else | 
					
						
							|  |  |  | 			{ | 
					
						
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										 |  |  | 				action->UpdateStep(target, dt); | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 		if (done_num == size_) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			Complete(target); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void Spawn::Add(ActionPtr const& action) | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 		if (action) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			actions_.PushBack(action); | 
					
						
							|  |  |  | 			++size_; | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void Spawn::Add(Array<ActionPtr> const& actions) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		for (const auto& action : actions) | 
					
						
							|  |  |  | 			Add(action); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	ActionPtr Spawn::Clone() const | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		auto spawn = new (std::nothrow) Spawn(); | 
					
						
							|  |  |  | 		if (spawn) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			for (auto action = actions_.First(); action; action = action->NextItem()) | 
					
						
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										 |  |  | 			{ | 
					
						
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										 |  |  | 				spawn->Add(action->Clone()); | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		return spawn; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	ActionPtr Spawn::Reverse() const | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		auto spawn = new (std::nothrow) Spawn(); | 
					
						
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										 |  |  | 		if (spawn && !actions_.IsEmpty()) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			for (auto action = actions_.Last(); action; action = action->PrevItem()) | 
					
						
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										 |  |  | 			{ | 
					
						
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										 |  |  | 				spawn->Add(action->Reverse()); | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		return spawn; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } |