Magic_Game/src/kiwano/2d/animation/Animation.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 <kiwano/core/Common.h>
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#include <kiwano/core/Cloneable.h>
#include <kiwano/base/ObjectBase.h>
#include <kiwano/core/Time.h>
#include <kiwano/core/IntrusiveList.h>
#include <kiwano/math/Math.h>
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namespace kiwano
{
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class Actor;
class Animator;
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KGE_DECLARE_SMART_PTR(Animation);
KGE_DECLARE_SMART_PTR(AnimationEventHandler);
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/**
* \~chinese
* \defgroup Animation <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
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/**
* \addtogroup Animation
* @{
*/
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD>
enum class AnimationEvent
{
Started, ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ
LoopDone, ///< <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Done, ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Removed, ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƴ<EFBFBD>
};
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class KGE_API AnimationEventHandler : public ObjectBase
{
public:
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD>
/// @param anim <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param target ִ<>ж<EFBFBD><D0B6><EFBFBD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
/// @param evt <20><><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD>
virtual void Handle(Animation* anim, Actor* target, AnimationEvent evt) = 0;
};
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>
typedef IntrusiveList<AnimationPtr> AnimationList;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>
class KGE_API Animation
: public ObjectBase
, public Cloneable<Animation>
, protected IntrusiveListValue<AnimationPtr>
{
friend class Animator;
friend class AnimationGroup;
friend IntrusiveList<AnimationPtr>;
public:
Animation();
virtual ~Animation();
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Resume();
/// \~chinese
/// @brief <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
void Pause();
/// \~chinese
/// @brief ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
void Stop();
/// \~chinese
/// @brief <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ʱ
void SetDelay(Duration delay);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param loops ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>-1 Ϊ<><CEAA><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD>
void SetLoops(int loops);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ƴ<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>ɫ
void RemoveTargetWhenDone();
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Animation* Reverse() const = 0;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
bool IsRunning() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int GetLoops() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ
Duration GetDelay() const;
/// \~chinese
/// @brief <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
void SetHandler(AnimationEventHandlerPtr handler);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
AnimationEventHandlerPtr GetHandler() const;
protected:
/// \~chinese
/// @brief <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void Init(Actor* target);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void Update(Actor* target, Duration dt);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>ʱ<EFBFBD>
void UpdateStep(Actor* target, Duration dt);
/// \~chinese
/// @brief <20><><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
void Complete(Actor* target);
/// \~chinese
/// @brief <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
void Reset();
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>״̬
enum class Status
{
NotStarted, ///< δ<><CEB4>ʼ
Delayed, ///< <20>ȴ<EFBFBD><C8B4><EFBFBD>ʱ
Started, ///< <20>ѿ<EFBFBD>ʼ
Done, ///< <20>ѽ<EFBFBD><D1BD><EFBFBD>
Removeable ///< <20><><EFBFBD>Ƴ<EFBFBD>
};
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>״̬
Status GetStatus() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
Duration GetElapsed() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>ɵ<EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int GetLoopsDone() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Done();
/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7>ѽ<EFBFBD><D1BD><EFBFBD>
bool IsDone() const;
/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>Ƴ<EFBFBD>
bool IsRemoveable() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD>
void EmitEvent(Actor* target, AnimationEvent evt);
/// \~chinese
/// @brief ִ<>п<EFBFBD>¡
void DoClone(Animation* to) const;
private:
Status status_;
bool running_;
bool detach_target_;
int loops_;
int loops_done_;
Duration delay_;
Duration elapsed_;
AnimationEventHandlerPtr handler_;
};
/** @} */
inline void Animation::Resume()
{
running_ = true;
}
inline void Animation::Pause()
{
running_ = false;
}
inline void Animation::Stop()
{
Done();
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}
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inline void Animation::SetDelay(Duration delay)
{
delay_ = delay;
}
inline void Animation::SetLoops(int loops)
{
loops_ = loops;
}
inline void Animation::RemoveTargetWhenDone()
{
detach_target_ = true;
}
inline void Animation::Done()
{
status_ = Status::Done;
}
inline Animation::Status Animation::GetStatus() const
{
return status_;
}
inline bool Animation::IsRunning() const
{
return running_;
}
inline bool Animation::IsDone() const
{
return status_ == Status::Done || status_ == Status::Removeable;
}
inline bool Animation::IsRemoveable() const
{
return status_ == Status::Removeable;
}
inline void Animation::EmitEvent(Actor* target, AnimationEvent evt)
{
if (handler_)
{
handler_->Handle(this, target, evt);
}
}
inline int Animation::GetLoops() const
{
return loops_;
}
inline Duration Animation::GetDelay() const
{
return delay_;
}
inline void Animation::SetHandler(AnimationEventHandlerPtr handler)
{
handler_ = handler;
}
inline AnimationEventHandlerPtr Animation::GetHandler() const
{
return handler_;
}
inline Duration Animation::GetElapsed() const
{
return elapsed_;
}
inline int Animation::GetLoopsDone() const
{
return loops_done_;
}
} // namespace kiwano