| 
									
										
										
										
											2018-11-08 21:39:26 +08:00
										 |  |  |  | // Copyright (c) 2016-2018 Easy2D - 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.
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | #include "ActionCombined.h"
 | 
					
						
							|  |  |  |  | #include "base.h"
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | namespace easy2d | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	//-------------------------------------------------------
 | 
					
						
							|  |  |  |  | 	// Loop
 | 
					
						
							|  |  |  |  | 	//-------------------------------------------------------
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-11-12 20:46:54 +08:00
										 |  |  |  | 	Loop::Loop(Action * action, int times) | 
					
						
							| 
									
										
										
										
											2018-11-08 21:39:26 +08:00
										 |  |  |  | 		: action_(action) | 
					
						
							|  |  |  |  | 		, times_(0) | 
					
						
							|  |  |  |  | 		, total_times_(times) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		E2D_WARNING_IF(action == nullptr, "Loop NULL pointer exception!"); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		if (action) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			action_ = action; | 
					
						
							|  |  |  |  | 			action_->Retain(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Loop::~Loop() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		SafeRelease(action_); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Loop * Loop::Clone() const | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		if (action_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			return new Loop(action_->Clone()); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		else | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			return nullptr; | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Loop * Loop::Reverse() const | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		if (action_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			return new Loop(action_->Clone()); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		else | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			return nullptr; | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Loop::Initialize() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		Action::Initialize(); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		if (action_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			action_->target_ = target_; | 
					
						
							|  |  |  |  | 			action_->Initialize(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Loop::Update() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		Action::Update(); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		if (times_ == total_times_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			this->Stop(); | 
					
						
							|  |  |  |  | 			return; | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		if (action_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			action_->Update(); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 			if (action_->IsDone()) | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				++times_; | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 				Action::Reset(); | 
					
						
							|  |  |  |  | 				action_->Reset(); | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		else | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			this->Stop(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Loop::Reset() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		Action::Reset(); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		if (action_) action_->Reset(); | 
					
						
							|  |  |  |  | 		times_ = 0; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Loop::ResetTime() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		if (action_) action_->ResetTime(); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	//-------------------------------------------------------
 | 
					
						
							|  |  |  |  | 	// Sequence
 | 
					
						
							|  |  |  |  | 	//-------------------------------------------------------
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Sequence::Sequence() | 
					
						
							|  |  |  |  | 		: action_index_(0) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Sequence::Sequence(const Actions& actions) | 
					
						
							|  |  |  |  | 		: action_index_(0) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		this->Add(actions); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Sequence::~Sequence() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		for (auto action : actions_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			SafeRelease(action); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Sequence::Initialize() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		Action::Initialize(); | 
					
						
							|  |  |  |  | 		// <20><><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | 
					
						
							|  |  |  |  | 		if (target_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			for (const auto& action : actions_) | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				action->target_ = target_; | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | 
					
						
							|  |  |  |  | 		actions_[0]->Initialize(); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Sequence::Update() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		Action::Update(); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		auto &action = actions_[action_index_]; | 
					
						
							|  |  |  |  | 		action->Update(); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		if (action->IsDone()) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			++action_index_; | 
					
						
							|  |  |  |  | 			if (action_index_ == actions_.size()) | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				this->Stop(); | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 			else | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				actions_[action_index_]->Initialize(); | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Sequence::Reset() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		Action::Reset(); | 
					
						
							|  |  |  |  | 		for (const auto& action : actions_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			action->Reset(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		action_index_ = 0; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Sequence::ResetTime() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		for (const auto& action : actions_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			action->ResetTime(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Sequence::Add(Action * action) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		if (action) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			actions_.push_back(action); | 
					
						
							|  |  |  |  | 			action->Retain(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Sequence::Add(const Actions& actions) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		for (const auto &action : actions) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			this->Add(action); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Sequence * Sequence::Clone() const | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		auto sequence = new Sequence(); | 
					
						
							|  |  |  |  | 		for (const auto& action : actions_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			if (action) | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				sequence->Add(action->Clone()); | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		return sequence; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Sequence * Sequence::Reverse() const | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		auto sequence = new Sequence(); | 
					
						
							|  |  |  |  | 		if (sequence && !actions_.empty()) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			std::vector<Action*> newActions(actions_.size()); | 
					
						
							|  |  |  |  | 			for (auto iter = actions_.crbegin(), iterCrend = actions_.crend(); iter != iterCrend; ++iter) | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				newActions.push_back((*iter)->Reverse()); | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 			sequence->Add(newActions); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		return sequence; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	//-------------------------------------------------------
 | 
					
						
							|  |  |  |  | 	// Spawn
 | 
					
						
							|  |  |  |  | 	//-------------------------------------------------------
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Spawn::Spawn() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Spawn::Spawn(const Actions& actions) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		this->Add(actions); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Spawn::~Spawn() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		for (auto action : actions_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			SafeRelease(action); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Spawn::Initialize() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		Action::Initialize(); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		if (target_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			for (const auto& action : actions_) | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				action->target_ = target_; | 
					
						
							|  |  |  |  | 				action->Initialize(); | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Spawn::Update() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		Action::Update(); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		size_t done_num = 0; | 
					
						
							|  |  |  |  | 		for (const auto& action : actions_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			if (action->IsDone()) | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				++done_num; | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 			else | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				action->Update(); | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 		if (done_num == actions_.size()) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			this->Stop(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Spawn::Reset() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		Action::Reset(); | 
					
						
							|  |  |  |  | 		for (const auto& action : actions_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			action->Reset(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Spawn::ResetTime() | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		for (const auto& action : actions_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			action->ResetTime(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Spawn::Add(Action * action) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		if (action) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			actions_.push_back(action); | 
					
						
							|  |  |  |  | 			action->Retain(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	void Spawn::Add(const Actions& actions) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		for (const auto &action : actions) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			this->Add(action); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Spawn * Spawn::Clone() const | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		auto spawn = new Spawn(); | 
					
						
							|  |  |  |  | 		for (const auto& action : actions_) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			if (action) | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				spawn->Add(action->Clone()); | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		return spawn; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	Spawn * Spawn::Reverse() const | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		auto spawn = new Spawn(); | 
					
						
							|  |  |  |  | 		if (spawn && !actions_.empty()) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			std::vector<Action*> newActions(actions_.size()); | 
					
						
							|  |  |  |  | 			for (auto iter = actions_.crbegin(), iterCrend = actions_.crend(); iter != iterCrend; ++iter) | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				newActions.push_back((*iter)->Reverse()); | 
					
						
							|  |  |  |  | 			} | 
					
						
							|  |  |  |  | 			spawn->Add(newActions); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		return spawn; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | } |