Magic_Game/core/base/Action.hpp

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// 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.
#pragma once
#include "base.h"
#include "time.h"
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#include "IntrusiveList.hpp"
namespace easy2d
{
class ActionManager;
class Action
: public RefCounter
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, public IntrusiveItem<spAction>
{
E2D_DISABLE_COPY(Action);
friend class ActionManager;
friend class Loop;
friend class Sequence;
friend class Spawn;
public:
Action() : running_(false), done_(false), initialized_(false) {}
virtual ~Action() {}
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
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virtual bool IsRunning() { return running_; }
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void Resume() { running_ = true; }
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
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virtual void Pause() { running_ = false; }
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
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virtual void Stop() { done_ = true; }
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virtual bool IsDone() const { return done_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>
virtual spAction Clone() const = 0;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual spAction Reverse() const = 0;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void Reset()
{
initialized_ = false;
done_ = false;
}
protected:
virtual void Start()
{
running_ = true;
this->Reset();
}
virtual void Init(Node* target) { initialized_ = true; }
virtual void Update(Node* target, Duration const& dt)
{
if (!initialized_)
{
Init(target);
}
}
protected:
bool running_;
bool done_;
bool initialized_;
};
}