Magic_Game/kiwano/2d/ActionGroup.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "Action.h"
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namespace kiwano
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class KGE_API ActionGroup
: public Action
{
public:
using ActionList = IntrusiveList<ActionPtr>;
ActionGroup();
explicit ActionGroup(
Array<ActionPtr> const& actions,
bool sequence = true // <20><>˳<EFBFBD><CBB3>ִ<EFBFBD>л<EFBFBD>ͬʱִ<CAB1><D6B4>
);
virtual ~ActionGroup();
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
void Add(
ActionPtr action
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Add(
Array<ActionPtr> const& actions
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
inline ActionList const& GetActions() { return actions_; }
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionPtr Clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
ActionPtr Reverse() const override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Init(NodePtr target) override;
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
void Update(NodePtr target, Duration dt) override;
protected:
bool sequence_;
ActionPtr current_;
ActionList actions_;
};
// ˳<><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class KGE_API ActionSequence
: public ActionGroup
{
public:
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KGE_DEPRECATED("ActionSequence is deprecated, use ActionGroup instead")
inline ActionSequence() : ActionGroup() {}
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KGE_DEPRECATED("ActionSequence is deprecated, use ActionGroup instead")
inline explicit ActionSequence(Array<ActionPtr> const& actions) : ActionGroup(actions, true) {}
virtual ~ActionSequence() {}
};
// ͬ<><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class KGE_API ActionSpawn
: public ActionGroup
{
public:
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KGE_DEPRECATED("ActionSpawn is deprecated, use ActionGroup instead")
inline ActionSpawn() : ActionGroup() { sequence_ = false; }
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KGE_DEPRECATED("ActionSpawn is deprecated, use ActionGroup instead")
inline explicit ActionSpawn(Array<ActionPtr> const& actions) : ActionGroup(actions, false) {}
virtual ~ActionSpawn() {}
};
}