Magic_Game/core/e2daction.h

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#pragma once
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#include "e2dnode.h"
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namespace e2d
{
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class ActionManager;
class ActionBase;
class ActionMoveBy;
class ActionMoveTo;
class ActionScaleBy;
class ActionScaleTo;
class ActionOpacityBy;
class ActionOpacityTo;
class ActionFadeIn;
class ActionFadeOut;
class ActionRotateBy;
class ActionRotateTo;
class ActionTwo;
class ActionDelay;
class ActionLoop;
class ActionFunc;
class ActionSequence;
class Animation;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Action
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
static e2d::ActionMoveBy* MoveBy(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Vector vector /* λ<><CEBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
static e2d::ActionMoveTo* MoveTo(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Point pos /* λ<><CEBB><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
static e2d::ActionScaleBy* ScaleBy(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scale /* <20><><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
static e2d::ActionScaleBy* ScaleBy(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
static e2d::ActionScaleTo* ScaleTo(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scale /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
static e2d::ActionScaleTo* ScaleTo(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><E4B6AF>
static e2d::ActionOpacityBy* OpacityBy(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double opacity /* ͸<><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><E4B6AF>
static e2d::ActionOpacityTo* OpacityTo(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double opacity /* ͸<><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB6AF>
static e2d::ActionFadeIn* FadeIn(
double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static e2d::ActionFadeOut* FadeOut(
double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
static e2d::ActionRotateBy* RotateBy(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double rotation /* <20><>ת<EFBFBD>Ƕȱ仯ֵ */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
static e2d::ActionRotateTo* RotateTo(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double rotation /* <20><>ת<EFBFBD>Ƕ<EFBFBD><C7B6><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static e2d::ActionTwo* Two(
ActionBase * pActionFirst, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
ActionBase * pActionSecond, /* <20>ڶ<EFBFBD><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
bool bAtSameTime = false /* ͬʱ<CDAC><CAB1>ʼ */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
static e2d::ActionDelay* Delay(
double duration /* <20>ӳ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static e2d::ActionLoop* Loop(
ActionBase * action, /* ִ<><D6B4>ѭ<EFBFBD><D1AD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD> */
int times = -1 /* ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
static e2d::ActionFunc* Func(
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const Function& func /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
#ifdef HIGHER_THAN_VS2012
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static e2d::ActionSequence* Sequence(
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const std::initializer_list<ActionBase*>& vActions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
static e2d::Animation* Animation(
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double interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
const std::initializer_list<Image*>& vFrames /* <20>ؼ<EFBFBD>֡<EFBFBD>б<EFBFBD> */
);
#else
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static e2d::ActionSequence* Sequence(
int number, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
ActionBase * action1, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
...
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
static e2d::Animation* Animation(
double interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
int number, /* ֡<><D6A1><EFBFBD><EFBFBD> */
Image * frame, /* <20><>һ֡ */
...
);
#endif
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ActionBase :
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public Object
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{
friend ActionManager;
friend ActionTwo;
friend ActionLoop;
friend ActionSequence;
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public:
ActionBase();
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virtual ~ActionBase();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
virtual bool isRunning();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void resume();
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void pause();
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
virtual void stop();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual String getName() const;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void setName(
const String& name
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);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>
virtual ActionBase * clone() const = 0;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ActionBase * reverse() const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset();
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>Ŀ<EFBFBD><C4BF>
virtual Node * getTarget();
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init();
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
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virtual bool _isDone();
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime();
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
virtual void _startWithTarget(
Node* target
);
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protected:
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String _sName;
bool _bRunning;
bool _bEnding;
bool _bInit;
Node * _pTarget;
Scene * _pParentScene;
double _fLast;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ActionGradual :
public ActionBase
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionGradual(
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double duration
);
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
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double _fDuration;
double _fRateOfProgress;
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};
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// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
class ActionMoveBy :
public ActionGradual
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
ActionMoveBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Vector vector /* λ<><CEBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionMoveBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ActionMoveBy * reverse() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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Point _BeginPos;
Vector _MoveVec;
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};
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// λ<>ƶ<EFBFBD><C6B6><EFBFBD>
class ActionMoveTo :
public ActionMoveBy
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{
public:
// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
ActionMoveTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Point pos /* λ<><CEBB><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionMoveTo * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
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Point _EndPos;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
class ActionScaleBy :
public ActionGradual
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scale /* <20><><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionScaleBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ActionScaleBy * reverse() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
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protected:
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double _nBeginScaleX;
double _nBeginScaleY;
double _nVariationX;
double _nVariationY;
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};
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// <20><><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
class ActionScaleTo :
public ActionScaleBy
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scale /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionScaleTo * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
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double _nEndScaleX;
double _nEndScaleY;
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};
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// ͸<><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><E4B6AF>
class ActionOpacityBy :
public ActionGradual
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{
public:
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><E4B6AF>
ActionOpacityBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double opacity /* ͸<><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionOpacityBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ActionOpacityBy * reverse() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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double _nBeginVal;
double _nVariation;
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};
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// ͸<><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><E4B6AF>
class ActionOpacityTo :
public ActionOpacityBy
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{
public:
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><E4B6AF>
ActionOpacityTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double opacity /* ͸<><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionOpacityTo * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
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double _nEndVal;
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};
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// <20><><EFBFBD><EFBFBD><EBB6AF>
class ActionFadeIn :
public ActionOpacityTo
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB6AF>
ActionFadeIn(
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double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
)
: ActionOpacityTo(duration, 1)
{
}
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ActionFadeOut :
public ActionOpacityTo
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionFadeOut(
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double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
)
: ActionOpacityTo(duration, 0)
{
}
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
class ActionRotateBy :
public ActionGradual
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
ActionRotateBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double rotation /* <20><>ת<EFBFBD>Ƕȱ仯ֵ */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionRotateBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ActionRotateBy * reverse() const override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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double _nBeginVal;
double _nVariation;
};
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// <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
class ActionRotateTo :
public ActionRotateBy
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
ActionRotateTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double rotation /* <20><>ת<EFBFBD>Ƕ<EFBFBD><C7B6><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionRotateTo * clone() const override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
protected:
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double _nEndVal;
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};
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// <20><><EFBFBD>϶<EFBFBD><CFB6><EFBFBD>
class ActionTwo :
public ActionBase
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionTwo(
ActionBase * pActionFirst, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
ActionBase * pActionSecond, /* <20>ڶ<EFBFBD><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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bool bAtSameTime = false /* ͬʱ<CDAC><CAB1>ʼ */
);
virtual ~ActionTwo();
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionTwo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ActionTwo * reverse(
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bool actionReverse = true /* <20>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ת */
) const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
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ActionBase* _pFirstAction;
ActionBase* _pSecondAction;
bool _bAtSameTime;
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};
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// ˳<><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ActionSequence :
public ActionBase
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{
public:
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionSequence();
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#ifdef HIGHER_THAN_VS2012
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionSequence(
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const std::initializer_list<ActionBase*>& vActions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
);
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#else
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionSequence(
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int number, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
ActionBase * action, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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...
);
#endif
virtual ~ActionSequence();
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
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void add(
ActionBase * action
);
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#ifdef HIGHER_THAN_VS2012
// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void add(
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const std::initializer_list<ActionBase*>& vActions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
);
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#else
// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void add(
int number, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
ActionBase * action, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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...
);
#endif
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionSequence * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ActionSequence * reverse(
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bool actionReverse = true /* <20>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ת */
) const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
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protected:
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UINT _nActionIndex;
std::vector<ActionBase*> _vActions;
};
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// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
class ActionDelay :
public ActionBase
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
ActionDelay(
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double duration /* <20>ӳ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionDelay * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
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protected:
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double _fDelayTime;
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};
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// ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ActionLoop :
public ActionBase
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{
public:
// <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionLoop(
ActionBase * action, /* ִ<><D6B4>ѭ<EFBFBD><D1AD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD> */
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int times = -1 /* ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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virtual ~ActionLoop();
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionLoop * clone() const override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
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ActionBase * _pAction;
int _nTimes;
int _nTotalTimes;
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};
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// ֡<><D6A1><EFBFBD><EFBFBD>
class Animation :
public ActionBase
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{
public:
// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation();
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// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
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double interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
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#ifdef HIGHER_THAN_VS2012
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// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
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const std::initializer_list<Image*>& vImages /* <20>ؼ<EFBFBD>֡<EFBFBD>б<EFBFBD> */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
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double interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
const std::initializer_list<Image*>& vImages /* <20>ؼ<EFBFBD>֡<EFBFBD>б<EFBFBD> */
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);
#else
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// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
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int number, /* ֡<><D6A1><EFBFBD><EFBFBD> */
Image * frame, /* <20><>һ֡ */
...
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);
// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
double interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
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int number, /* ֡<><D6A1><EFBFBD><EFBFBD> */
Image * frame, /* <20><>һ֡ */
...
);
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#endif
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virtual ~Animation();
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// <20><><EFBFBD>ӹؼ<D3B9>֡
void add(
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Image * frame /* <20>ؼ<EFBFBD>֡ */
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);
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#ifdef HIGHER_THAN_VS2012
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ؼ<EFBFBD>֡
void add(
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const std::initializer_list<Image*>& vImages /* <20>ؼ<EFBFBD>֡<EFBFBD>б<EFBFBD> */
);
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#else
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ؼ<EFBFBD>֡
void add(
int number, /* ֡<><D6A1><EFBFBD><EFBFBD> */
Image * frame, /* <20><>һ֡ */
...
);
#endif
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// <20><><EFBFBD><EFBFBD>ÿһ֡<D2BB><D6A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void setInterval(
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double interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Animation * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Animation * reverse() const override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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double _fInterval;
UINT _nFrameIndex;
std::vector<Image*> _vFrames;
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};
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// <20>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
class ActionFunc :
public ActionBase
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{
public:
// <20><><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
ActionFunc(
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const Function& func /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionFunc * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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Function _Callback;
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};
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}