Action类重命名;去除Action构造器
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@ -1,133 +1,102 @@
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#include "..\e2daction.h"
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#include "..\e2dmanager.h"
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e2d::ActionMoveBy * e2d::Action::MoveBy(double duration, Vector vector)
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e2d::Action::Action()
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: _running(false)
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, _done(false)
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, _initialized(false)
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, _target(nullptr)
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, _fLast(0)
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{
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return new (std::nothrow) ActionMoveBy(duration, vector);
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ActionManager::__add(this);
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}
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e2d::ActionMoveTo * e2d::Action::MoveTo(double duration, Point pos)
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e2d::Action::~Action()
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{
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return new (std::nothrow) ActionMoveTo(duration, pos);
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}
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e2d::ActionScaleBy * e2d::Action::ScaleBy(double duration, double scale)
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bool e2d::Action::_isDone()
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{
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return new (std::nothrow) ActionScaleBy(duration, scale);
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return _done;
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}
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e2d::ActionScaleBy * e2d::Action::ScaleBy(double duration, double scaleX, double scaleY)
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void e2d::Action::_startWithTarget(Node* target)
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{
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return new (std::nothrow) ActionScaleBy(duration, scaleX, scaleY);
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_target = target;
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_running = true;
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this->reset();
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}
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e2d::ActionScaleTo * e2d::Action::ScaleTo(double duration, double scale)
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bool e2d::Action::isRunning()
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{
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return new (std::nothrow) ActionScaleTo(duration, scale);
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return _running;
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}
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e2d::ActionScaleTo * e2d::Action::ScaleTo(double duration, double scaleX, double scaleY)
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void e2d::Action::resume()
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{
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return new (std::nothrow) ActionScaleTo(duration, scaleX, scaleY);
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_running = true;
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_fLast = Time::getTotalTime();
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}
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e2d::ActionOpacityBy * e2d::Action::OpacityBy(double duration, double opacity)
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void e2d::Action::pause()
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{
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return new (std::nothrow) ActionOpacityBy(duration, opacity);
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_running = false;
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}
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e2d::ActionOpacityTo * e2d::Action::OpacityTo(double duration, double opacity)
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void e2d::Action::stop()
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{
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return new (std::nothrow) ActionOpacityTo(duration, opacity);
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_done = true;
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}
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e2d::ActionFadeIn * e2d::Action::FadeIn(double duration)
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e2d::String e2d::Action::getName() const
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{
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return new (std::nothrow) ActionFadeIn(duration);
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return _name;
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}
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e2d::ActionFadeOut * e2d::Action::FadeOut(double duration)
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void e2d::Action::setName(const String& name)
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{
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return new (std::nothrow) ActionFadeOut(duration);
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_name = name;
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}
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e2d::ActionRotateBy * e2d::Action::RotateBy(double duration, double rotation)
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e2d::Action * e2d::Action::reverse() const
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{
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return new (std::nothrow) ActionRotateBy(duration, rotation);
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WARN_IF(true, "Action cannot be reversed!");
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return nullptr;
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}
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e2d::ActionRotateTo * e2d::Action::RotateTo(double duration, double rotation)
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e2d::Node * e2d::Action::getTarget()
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{
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return new (std::nothrow) ActionRotateTo(duration, rotation);
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return _target;
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}
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e2d::ActionTwo * e2d::Action::Two(ActionBase * pActionFirst, ActionBase * pActionSecond, bool bAtSameTime)
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void e2d::Action::onDestroy()
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{
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return new (std::nothrow) ActionTwo(pActionFirst, pActionSecond, bAtSameTime);
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ActionManager::__remove(this);
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}
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e2d::ActionDelay * e2d::Action::Delay(double duration)
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void e2d::Action::_init()
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{
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return new (std::nothrow) ActionDelay(duration);
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_initialized = true;
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// ¼Ç¼µ±Ç°Ê±¼ä
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_fLast = Time::getTotalTime();
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}
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e2d::ActionLoop * e2d::Action::Loop(ActionBase * action, int times)
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void e2d::Action::_update()
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{
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return new (std::nothrow) ActionLoop(action, times);
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}
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e2d::ActionFunc * e2d::Action::Func(const Function& func)
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{
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return new (std::nothrow) ActionFunc(func);
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}
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#ifdef HIGHER_THAN_VS2012
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e2d::ActionSequence * e2d::Action::Sequence(const std::initializer_list<ActionBase*>& vActions)
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{
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return new (std::nothrow) ActionSequence(vActions);
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}
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e2d::Animation * e2d::Action::Animation(double interval, const std::initializer_list<Image*>& vFrames)
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{
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return new (std::nothrow) e2d::Animation(interval, vFrames);
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}
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#else
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e2d::ActionSequence * e2d::Action::Sequence(int number, ActionBase * action1, ...)
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{
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auto action = new (std::nothrow) ActionSequence();
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if (action)
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if (!_initialized)
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{
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ActionBase ** ppAction = &action1;
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while (number > 0)
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{
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WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
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action->add(*ppAction);
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ppAction++;
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number--;
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}
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_init();
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}
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return action;
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}
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e2d::Animation * e2d::Action::Animation(double interval, int number, Image * frame, ...)
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void e2d::Action::reset()
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{
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auto animation = new (std::nothrow) e2d::Animation(interval);
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if (animation)
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{
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Image ** ppImage = &frame;
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while (number > 0)
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{
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WARN_IF((*ppImage) == nullptr, "Animation NULL pointer exception!");
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animation->add(*ppImage);
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ppImage++;
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number--;
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}
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}
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return animation;
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_initialized = false;
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_done = false;
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_fLast = Time::getTotalTime();
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}
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#endif
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void e2d::Action::_resetTime()
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{
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_fLast = Time::getTotalTime();
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}
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@ -1,103 +0,0 @@
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#include "..\e2daction.h"
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#include "..\e2dmanager.h"
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e2d::ActionBase::ActionBase()
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: _bRunning(false)
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, _bEnding(false)
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, _bInit(false)
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, _pTarget(nullptr)
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, _pParentScene(nullptr)
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, _fLast(0)
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{
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ActionManager::__add(this);
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}
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e2d::ActionBase::~ActionBase()
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{
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}
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bool e2d::ActionBase::_isDone()
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{
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return _bEnding;
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}
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void e2d::ActionBase::_startWithTarget(Node* target)
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{
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_pTarget = target;
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_bRunning = true;
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this->reset();
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}
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bool e2d::ActionBase::isRunning()
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{
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return _bRunning;
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}
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void e2d::ActionBase::resume()
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{
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_bRunning = true;
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_fLast = Time::getTotalTime();
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}
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void e2d::ActionBase::pause()
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{
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_bRunning = false;
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}
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void e2d::ActionBase::stop()
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{
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_bEnding = true;
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}
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e2d::String e2d::ActionBase::getName() const
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{
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return _sName;
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}
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void e2d::ActionBase::setName(const String& name)
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{
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_sName = name;
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}
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e2d::ActionBase * e2d::ActionBase::reverse() const
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{
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WARN_IF(true, "ActionBase cannot be reversed!");
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return nullptr;
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}
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e2d::Node * e2d::ActionBase::getTarget()
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{
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return _pTarget;
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}
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void e2d::ActionBase::destroy()
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{
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ActionManager::__remove(this);
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}
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void e2d::ActionBase::_init()
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{
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_bInit = true;
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// ¼Ç¼µ±Ç°Ê±¼ä
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_fLast = Time::getTotalTime();
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}
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void e2d::ActionBase::_update()
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{
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if (!_bInit)
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{
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_init();
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}
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}
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void e2d::ActionBase::reset()
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{
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_bInit = false;
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_bEnding = false;
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_fLast = Time::getTotalTime();
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}
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void e2d::ActionBase::_resetTime()
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{
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_fLast = Time::getTotalTime();
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}
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@ -1,26 +0,0 @@
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#include "..\e2daction.h"
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e2d::ActionDelay::ActionDelay(double duration)
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{
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_fDelayTime = max(duration, 0);
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}
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e2d::ActionDelay * e2d::ActionDelay::clone() const
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{
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return new ActionDelay(_fDelayTime);
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}
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void e2d::ActionDelay::_init()
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{
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ActionBase::_init();
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}
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void e2d::ActionDelay::_update()
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{
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ActionBase::_update();
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// 判断时间间隔是否足够
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if ((Time::getTotalTime() - _fLast) >= _fDelayTime)
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{
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this->stop();
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}
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}
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@ -1,22 +0,0 @@
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#include "..\e2daction.h"
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e2d::ActionFunc::ActionFunc(const Function& func) :
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_Callback(func)
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{
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}
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e2d::ActionFunc * e2d::ActionFunc::clone() const
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{
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return new ActionFunc(_Callback);
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}
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void e2d::ActionFunc::_init()
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{
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// 执行函数对象的动作不需要初始化
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}
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void e2d::ActionFunc::_update()
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{
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_Callback();
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this->stop();
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}
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@ -1,30 +1,30 @@
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#include "..\e2daction.h"
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e2d::ActionGradual::ActionGradual(double duration)
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: _fRateOfProgress(0)
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: _delta(0)
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{
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_fDuration = max(duration, 0);
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_duration = max(duration, 0);
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}
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void e2d::ActionGradual::_init()
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{
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ActionBase::_init();
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Action::_init();
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}
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void e2d::ActionGradual::_update()
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{
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ActionBase::_update();
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Action::_update();
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// 判断时间间隔是否足够
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if (_fDuration == 0)
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if (_duration == 0)
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{
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_fRateOfProgress = 1;
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_delta = 1;
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this->stop();
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return;
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}
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// 计算动画进度
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_fRateOfProgress = min((Time::getTotalTime() - _fLast) / _fDuration, 1);
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_delta = min((Time::getTotalTime() - _fLast) / _duration, 1);
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// 判断动作是否结束
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if (_fRateOfProgress >= 1)
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if (_delta >= 1)
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{
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this->stop();
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}
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@ -1,67 +0,0 @@
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#include "..\e2daction.h"
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#include "..\e2dmanager.h"
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e2d::ActionLoop::ActionLoop(ActionBase * action, int times /* = -1 */)
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: _pAction(action)
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, _nTimes(0)
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, _nTotalTimes(times)
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{
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ASSERT(_pAction, "ActionLoop NULL pointer exception!");
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_pAction->retain();
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}
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e2d::ActionLoop::~ActionLoop()
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{
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}
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e2d::ActionLoop * e2d::ActionLoop::clone() const
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{
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return new ActionLoop(_pAction->clone());
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}
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void e2d::ActionLoop::_init()
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{
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ActionBase::_init();
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_pAction->_pTarget = _pTarget;
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_pAction->_init();
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}
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void e2d::ActionLoop::_update()
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{
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ActionBase::_update();
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if (_nTimes == _nTotalTimes)
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{
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this->stop();
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return;
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}
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_pAction->_update();
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if (_pAction->_isDone())
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{
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_nTimes++;
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ActionBase::reset();
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_pAction->reset();
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}
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}
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void e2d::ActionLoop::reset()
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{
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ActionBase::reset();
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_pAction->reset();
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_nTimes = 0;
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}
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void e2d::ActionLoop::destroy()
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{
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ActionBase::destroy();
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SafeRelease(&_pAction);
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}
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void e2d::ActionLoop::_resetTime()
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{
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_pAction->_resetTime();
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}
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@ -1,41 +0,0 @@
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#include "..\e2daction.h"
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e2d::ActionMoveBy::ActionMoveBy(double duration, Vector vector) :
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ActionGradual(duration)
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{
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_MoveVec = vector;
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}
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void e2d::ActionMoveBy::_init()
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{
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ActionGradual::_init();
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if (_pTarget)
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{
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_BeginPos = _pTarget->getPos();
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}
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}
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void e2d::ActionMoveBy::_update()
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{
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ActionGradual::_update();
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if (_pTarget == nullptr)
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{
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this->stop();
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return;
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}
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// ÒÆ¶¯½Úµã
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_pTarget->setPos(_BeginPos + _MoveVec * _fRateOfProgress);
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}
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e2d::ActionMoveBy * e2d::ActionMoveBy::clone() const
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{
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return new ActionMoveBy(_fDuration, _MoveVec);
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}
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e2d::ActionMoveBy * e2d::ActionMoveBy::reverse() const
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{
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return new ActionMoveBy(_fDuration, -_MoveVec);
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}
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@ -1,18 +0,0 @@
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#include "..\e2daction.h"
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e2d::ActionMoveTo::ActionMoveTo(double duration, Point pos) :
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ActionMoveBy(duration, Vector())
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{
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_EndPos = pos;
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}
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e2d::ActionMoveTo * e2d::ActionMoveTo::clone() const
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{
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return new ActionMoveTo(_fDuration, _EndPos);
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}
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void e2d::ActionMoveTo::_init()
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{
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ActionMoveBy::_init();
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_MoveVec = _EndPos - _BeginPos;
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}
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@ -1,40 +0,0 @@
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#include "..\e2daction.h"
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e2d::ActionOpacityBy::ActionOpacityBy(double duration, double opacity) :
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ActionGradual(duration)
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{
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_nVariation = opacity;
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}
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void e2d::ActionOpacityBy::_init()
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{
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ActionGradual::_init();
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if (_pTarget)
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{
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_nBeginVal = _pTarget->getOpacity();
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}
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}
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void e2d::ActionOpacityBy::_update()
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{
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ActionGradual::_update();
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if (_pTarget == nullptr)
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{
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this->stop();
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return;
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}
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// ÉèÖýڵã͸Ã÷¶È
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_pTarget->setOpacity(_nBeginVal + _nVariation * _fRateOfProgress);
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}
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e2d::ActionOpacityBy * e2d::ActionOpacityBy::clone() const
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{
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return new ActionOpacityBy(_fDuration, _nVariation);
|
||||
}
|
||||
|
||||
e2d::ActionOpacityBy * e2d::ActionOpacityBy::reverse() const
|
||||
{
|
||||
return new ActionOpacityBy(_fDuration, -_nVariation);
|
||||
}
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::ActionOpacityTo::ActionOpacityTo(double duration, double opacity) :
|
||||
ActionOpacityBy(duration, 0)
|
||||
{
|
||||
_nEndVal = opacity;
|
||||
}
|
||||
|
||||
e2d::ActionOpacityTo * e2d::ActionOpacityTo::clone() const
|
||||
{
|
||||
return new ActionOpacityTo(_fDuration, _nEndVal);
|
||||
}
|
||||
|
||||
void e2d::ActionOpacityTo::_init()
|
||||
{
|
||||
ActionOpacityBy::_init();
|
||||
_nVariation = _nEndVal - _nBeginVal;
|
||||
}
|
||||
|
|
@ -1,41 +0,0 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::ActionRotateBy::ActionRotateBy(double duration, double rotation) :
|
||||
ActionGradual(duration)
|
||||
{
|
||||
_nVariation = rotation;
|
||||
}
|
||||
|
||||
void e2d::ActionRotateBy::_init()
|
||||
{
|
||||
ActionGradual::_init();
|
||||
if (_pTarget)
|
||||
{
|
||||
_nBeginVal = _pTarget->getRotation();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionRotateBy::_update()
|
||||
{
|
||||
ActionGradual::_update();
|
||||
|
||||
if (_pTarget == nullptr)
|
||||
{
|
||||
this->stop();
|
||||
return;
|
||||
}
|
||||
|
||||
// Ðýת½Úµã
|
||||
_pTarget->setRotation(_nBeginVal + _nVariation * _fRateOfProgress);
|
||||
}
|
||||
|
||||
e2d::ActionRotateBy * e2d::ActionRotateBy::clone() const
|
||||
{
|
||||
return new ActionRotateBy(_fDuration, _nVariation);
|
||||
}
|
||||
|
||||
e2d::ActionRotateBy * e2d::ActionRotateBy::reverse() const
|
||||
{
|
||||
return new ActionRotateBy(_fDuration, -_nVariation);
|
||||
}
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::ActionRotateTo::ActionRotateTo(double duration, double rotation) :
|
||||
ActionRotateBy(duration, 0)
|
||||
{
|
||||
_nEndVal = rotation;
|
||||
}
|
||||
|
||||
e2d::ActionRotateTo * e2d::ActionRotateTo::clone() const
|
||||
{
|
||||
return new ActionRotateTo(_fDuration, _nEndVal);
|
||||
}
|
||||
|
||||
void e2d::ActionRotateTo::_init()
|
||||
{
|
||||
ActionRotateBy::_init();
|
||||
_nVariation = _nEndVal - _nBeginVal;
|
||||
}
|
||||
|
|
@ -1,52 +0,0 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::ActionScaleBy::ActionScaleBy(double duration, double scale)
|
||||
: ActionGradual(duration)
|
||||
{
|
||||
_nVariationX = scale;
|
||||
_nVariationY = scale;
|
||||
}
|
||||
|
||||
e2d::ActionScaleBy::ActionScaleBy(double duration, double scaleX, double scaleY)
|
||||
: ActionGradual(duration)
|
||||
{
|
||||
_nVariationX = scaleX;
|
||||
_nVariationY = scaleY;
|
||||
}
|
||||
|
||||
void e2d::ActionScaleBy::_init()
|
||||
{
|
||||
ActionGradual::_init();
|
||||
if (_pTarget)
|
||||
{
|
||||
_nBeginScaleX = _pTarget->getScaleX();
|
||||
_nBeginScaleY = _pTarget->getScaleY();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionScaleBy::_update()
|
||||
{
|
||||
ActionGradual::_update();
|
||||
|
||||
if (_pTarget == nullptr)
|
||||
{
|
||||
this->stop();
|
||||
return;
|
||||
}
|
||||
|
||||
// Ëõ·Å½Úµã
|
||||
_pTarget->setScale(
|
||||
_nBeginScaleX + _nVariationX * _fRateOfProgress,
|
||||
_nBeginScaleY + _nVariationY * _fRateOfProgress);
|
||||
}
|
||||
|
||||
e2d::ActionScaleBy * e2d::ActionScaleBy::clone() const
|
||||
{
|
||||
return new ActionScaleBy(_fDuration, _nVariationX, _nVariationY);
|
||||
}
|
||||
|
||||
e2d::ActionScaleBy * e2d::ActionScaleBy::reverse() const
|
||||
{
|
||||
return new ActionScaleBy(_fDuration, -_nVariationX, -_nVariationY);
|
||||
}
|
||||
|
|
@ -1,27 +0,0 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::ActionScaleTo::ActionScaleTo(double duration, double scale)
|
||||
: ActionScaleBy(duration, 0, 0)
|
||||
{
|
||||
_nEndScaleX = scale;
|
||||
_nEndScaleY = scale;
|
||||
}
|
||||
|
||||
e2d::ActionScaleTo::ActionScaleTo(double duration, double scaleX, double scaleY)
|
||||
: ActionScaleBy(duration, 0, 0)
|
||||
{
|
||||
_nEndScaleX = scaleX;
|
||||
_nEndScaleY = scaleY;
|
||||
}
|
||||
|
||||
e2d::ActionScaleTo * e2d::ActionScaleTo::clone() const
|
||||
{
|
||||
return new ActionScaleTo(_fDuration, _nEndScaleX, _nEndScaleY);
|
||||
}
|
||||
|
||||
void e2d::ActionScaleTo::_init()
|
||||
{
|
||||
ActionScaleBy::_init();
|
||||
_nVariationX = _nEndScaleX - _nBeginScaleX;
|
||||
_nVariationY = _nEndScaleY - _nBeginScaleY;
|
||||
}
|
||||
|
|
@ -1,156 +0,0 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::ActionSequence::ActionSequence()
|
||||
: _nActionIndex(0)
|
||||
{
|
||||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
e2d::ActionSequence::ActionSequence(const std::initializer_list<ActionBase*>& vActions)
|
||||
: _nActionIndex(0)
|
||||
{
|
||||
this->add(vActions);
|
||||
}
|
||||
#else
|
||||
e2d::ActionSequence::ActionSequence(int number, ActionBase * action1, ...) :
|
||||
_nActionIndex(0)
|
||||
{
|
||||
ActionBase ** ppAction = &action1;
|
||||
|
||||
while (number > 0)
|
||||
{
|
||||
WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
|
||||
this->add(*ppAction);
|
||||
ppAction++;
|
||||
number--;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
e2d::ActionSequence::~ActionSequence()
|
||||
{
|
||||
}
|
||||
|
||||
void e2d::ActionSequence::_init()
|
||||
{
|
||||
ActionBase::_init();
|
||||
// 将所有动作与目标绑定
|
||||
if (_pTarget)
|
||||
{
|
||||
for (auto action : _vActions)
|
||||
{
|
||||
action->_pTarget = _pTarget;
|
||||
}
|
||||
}
|
||||
// 初始化第一个动作
|
||||
_vActions[0]->_init();
|
||||
}
|
||||
|
||||
void e2d::ActionSequence::destroy()
|
||||
{
|
||||
ActionBase::destroy();
|
||||
for (auto action : _vActions)
|
||||
{
|
||||
SafeRelease(&action);
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionSequence::_update()
|
||||
{
|
||||
ActionBase::_update();
|
||||
|
||||
auto &action = _vActions[_nActionIndex];
|
||||
action->_update();
|
||||
|
||||
if (action->_isDone())
|
||||
{
|
||||
_nActionIndex++;
|
||||
if (_nActionIndex == _vActions.size())
|
||||
{
|
||||
this->stop();
|
||||
}
|
||||
else
|
||||
{
|
||||
_vActions[_nActionIndex]->_init();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionSequence::reset()
|
||||
{
|
||||
ActionBase::reset();
|
||||
for (auto action : _vActions)
|
||||
{
|
||||
action->reset();
|
||||
}
|
||||
_nActionIndex = 0;
|
||||
}
|
||||
|
||||
void e2d::ActionSequence::_resetTime()
|
||||
{
|
||||
for (auto action : _vActions)
|
||||
{
|
||||
action->_resetTime();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionSequence::add(ActionBase * action)
|
||||
{
|
||||
if (action)
|
||||
{
|
||||
_vActions.push_back(action);
|
||||
action->retain();
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
void e2d::ActionSequence::add(const std::initializer_list<ActionBase*>& vActions)
|
||||
{
|
||||
for (const auto &action : vActions)
|
||||
{
|
||||
this->add(action);
|
||||
}
|
||||
}
|
||||
#else
|
||||
void e2d::ActionSequence::add(int number, ActionBase * action, ...)
|
||||
{
|
||||
ActionBase ** ppAction = &action;
|
||||
|
||||
while (number > 0)
|
||||
{
|
||||
WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
|
||||
this->add(*ppAction);
|
||||
ppAction++;
|
||||
number--;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
e2d::ActionSequence * e2d::ActionSequence::clone() const
|
||||
{
|
||||
auto a = new ActionSequence();
|
||||
for (auto action : _vActions)
|
||||
{
|
||||
a->add(action->clone());
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
e2d::ActionSequence * e2d::ActionSequence::reverse(bool actionReverse) const
|
||||
{
|
||||
auto a = new ActionSequence();
|
||||
for (auto action : _vActions)
|
||||
{
|
||||
if (actionReverse)
|
||||
{
|
||||
a->add(action->reverse());
|
||||
}
|
||||
else
|
||||
{
|
||||
a->add(action->clone());
|
||||
}
|
||||
}
|
||||
// 将动作顺序逆序排列
|
||||
a->_vActions.reserve(_vActions.size());
|
||||
return a;
|
||||
}
|
||||
|
|
@ -1,95 +0,0 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::ActionTwo::ActionTwo(ActionBase * pActionFirst, ActionBase * pActionSecond, bool bAtSameTime/* = false*/)
|
||||
: _pFirstAction(pActionFirst)
|
||||
, _pSecondAction(pActionSecond)
|
||||
, _bAtSameTime(bAtSameTime)
|
||||
{
|
||||
ASSERT(_pFirstAction && _pSecondAction, "ActionTwo NULL pointer exception!");
|
||||
_pFirstAction->retain();
|
||||
_pSecondAction->retain();
|
||||
}
|
||||
|
||||
e2d::ActionTwo::~ActionTwo()
|
||||
{
|
||||
}
|
||||
|
||||
e2d::ActionTwo * e2d::ActionTwo::clone() const
|
||||
{
|
||||
return new ActionTwo(_pFirstAction->clone(), _pSecondAction->clone());
|
||||
}
|
||||
|
||||
e2d::ActionTwo * e2d::ActionTwo::reverse(bool actionReverse) const
|
||||
{
|
||||
if (actionReverse)
|
||||
{
|
||||
return new ActionTwo(_pSecondAction->reverse(), _pFirstAction->reverse());
|
||||
}
|
||||
else
|
||||
{
|
||||
return new ActionTwo(_pSecondAction->clone(), _pFirstAction->clone());
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionTwo::_init()
|
||||
{
|
||||
ActionBase::_init();
|
||||
_pFirstAction->_pTarget = _pTarget;
|
||||
_pSecondAction->_pTarget = _pTarget;
|
||||
|
||||
_pFirstAction->_init();
|
||||
if (_bAtSameTime) _pSecondAction->_init();
|
||||
}
|
||||
|
||||
void e2d::ActionTwo::_update()
|
||||
{
|
||||
ActionBase::_update();
|
||||
|
||||
if (!_pFirstAction->_isDone())
|
||||
{
|
||||
_pFirstAction->_update();
|
||||
|
||||
if (!_bAtSameTime && _pFirstAction->_isDone())
|
||||
{
|
||||
_pSecondAction->_init();
|
||||
}
|
||||
}
|
||||
|
||||
if (_bAtSameTime)
|
||||
{
|
||||
if (!_pSecondAction->_isDone())
|
||||
{
|
||||
_pSecondAction->_update();
|
||||
}
|
||||
}
|
||||
else if (_pFirstAction->_isDone())
|
||||
{
|
||||
_pSecondAction->_update();
|
||||
}
|
||||
|
||||
if (_pFirstAction->_isDone() && _pSecondAction->_isDone())
|
||||
{
|
||||
this->stop();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionTwo::reset()
|
||||
{
|
||||
ActionBase::reset();
|
||||
|
||||
_pFirstAction->reset();
|
||||
_pSecondAction->reset();
|
||||
}
|
||||
|
||||
void e2d::ActionTwo::destroy()
|
||||
{
|
||||
ActionBase::destroy();
|
||||
SafeRelease(&_pFirstAction);
|
||||
SafeRelease(&_pSecondAction);
|
||||
}
|
||||
|
||||
void e2d::ActionTwo::_resetTime()
|
||||
{
|
||||
_pFirstAction->_resetTime();
|
||||
_pSecondAction->_resetTime();
|
||||
}
|
||||
|
|
@ -1,29 +1,29 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::Animation::Animation()
|
||||
: _nFrameIndex(0)
|
||||
, _fInterval(1)
|
||||
: _frameIndex(0)
|
||||
, _interval(1)
|
||||
{
|
||||
}
|
||||
|
||||
e2d::Animation::Animation(double interval)
|
||||
: _nFrameIndex(0)
|
||||
, _fInterval(interval)
|
||||
: _frameIndex(0)
|
||||
, _interval(interval)
|
||||
{
|
||||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
|
||||
e2d::Animation::Animation(const std::initializer_list<Image*>& vImages)
|
||||
: _nFrameIndex(0)
|
||||
, _fInterval(1)
|
||||
: _frameIndex(0)
|
||||
, _interval(1)
|
||||
{
|
||||
this->add(vImages);
|
||||
}
|
||||
|
||||
e2d::Animation::Animation(double interval, const std::initializer_list<Image*>& vImages)
|
||||
: _nFrameIndex(0)
|
||||
, _fInterval(interval)
|
||||
: _frameIndex(0)
|
||||
, _interval(interval)
|
||||
{
|
||||
this->add(vImages);
|
||||
}
|
||||
|
|
@ -31,8 +31,8 @@ e2d::Animation::Animation(double interval, const std::initializer_list<Image*>&
|
|||
#else
|
||||
|
||||
e2d::Animation::Animation(int number, Image * frame, ...)
|
||||
: _nFrameIndex(0)
|
||||
, _fInterval(1)
|
||||
: _frameIndex(0)
|
||||
, _interval(1)
|
||||
{
|
||||
Image ** ppImage = &frame;
|
||||
|
||||
|
|
@ -46,8 +46,8 @@ e2d::Animation::Animation(int number, Image * frame, ...)
|
|||
}
|
||||
|
||||
e2d::Animation::Animation(double interval, int number, Image * frame, ...)
|
||||
: _nFrameIndex(0)
|
||||
, _fInterval(interval)
|
||||
: _frameIndex(0)
|
||||
, _interval(interval)
|
||||
{
|
||||
Image ** ppImage = &frame;
|
||||
|
||||
|
|
@ -68,34 +68,34 @@ e2d::Animation::~Animation()
|
|||
|
||||
void e2d::Animation::setInterval(double interval)
|
||||
{
|
||||
_fInterval = max(interval, 0);
|
||||
_interval = max(interval, 0);
|
||||
}
|
||||
|
||||
void e2d::Animation::_init()
|
||||
{
|
||||
ActionBase::_init();
|
||||
Action::_init();
|
||||
}
|
||||
|
||||
void e2d::Animation::_update()
|
||||
{
|
||||
ActionBase::_update();
|
||||
Action::_update();
|
||||
|
||||
if (_pTarget == nullptr)
|
||||
if (_target == nullptr)
|
||||
{
|
||||
this->stop();
|
||||
return;
|
||||
}
|
||||
|
||||
// 判断时间间隔是否足够
|
||||
while ((Time::getTotalTime() - _fLast) >= _fInterval)
|
||||
while ((Time::getTotalTime() - _fLast) >= _interval)
|
||||
{
|
||||
// 重新记录时间
|
||||
_fLast += _fInterval;
|
||||
_fLast += _interval;
|
||||
// 加载关键帧
|
||||
static_cast<Sprite*>(_pTarget)->open(_vFrames[_nFrameIndex]);
|
||||
_nFrameIndex++;
|
||||
static_cast<Sprite*>(_target)->open(_frames[_frameIndex]);
|
||||
_frameIndex++;
|
||||
// 判断动作是否结束
|
||||
if (_nFrameIndex == _vFrames.size())
|
||||
if (_frameIndex == _frames.size())
|
||||
{
|
||||
this->stop();
|
||||
break;
|
||||
|
|
@ -105,14 +105,14 @@ void e2d::Animation::_update()
|
|||
|
||||
void e2d::Animation::reset()
|
||||
{
|
||||
ActionBase::reset();
|
||||
_nFrameIndex = 0;
|
||||
Action::reset();
|
||||
_frameIndex = 0;
|
||||
}
|
||||
|
||||
void e2d::Animation::destroy()
|
||||
void e2d::Animation::onDestroy()
|
||||
{
|
||||
ActionBase::destroy();
|
||||
for (auto frame : _vFrames)
|
||||
Action::onDestroy();
|
||||
for (auto frame : _frames)
|
||||
{
|
||||
SafeRelease(&frame);
|
||||
}
|
||||
|
|
@ -122,7 +122,7 @@ void e2d::Animation::add(Image * frame)
|
|||
{
|
||||
if (frame)
|
||||
{
|
||||
_vFrames.push_back(frame);
|
||||
_frames.push_back(frame);
|
||||
frame->retain();
|
||||
}
|
||||
}
|
||||
|
|
@ -152,8 +152,8 @@ void e2d::Animation::add(int number, Image * frame, ...)
|
|||
|
||||
e2d::Animation * e2d::Animation::clone() const
|
||||
{
|
||||
auto a = new Animation(_fInterval);
|
||||
for (auto frame : _vFrames)
|
||||
auto a = new Animation(_interval);
|
||||
for (auto frame : _frames)
|
||||
{
|
||||
a->add(frame);
|
||||
}
|
||||
|
|
@ -163,6 +163,6 @@ e2d::Animation * e2d::Animation::clone() const
|
|||
e2d::Animation * e2d::Animation::reverse() const
|
||||
{
|
||||
auto a = this->clone();
|
||||
a->_vFrames.reserve(_vFrames.size());
|
||||
a->_frames.reserve(_frames.size());
|
||||
return a;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,21 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::CallFunc::CallFunc(const Function& func) :
|
||||
_func(func)
|
||||
{
|
||||
}
|
||||
|
||||
e2d::CallFunc * e2d::CallFunc::clone() const
|
||||
{
|
||||
return new CallFunc(_func);
|
||||
}
|
||||
|
||||
void e2d::CallFunc::_init()
|
||||
{
|
||||
}
|
||||
|
||||
void e2d::CallFunc::_update()
|
||||
{
|
||||
_func();
|
||||
this->stop();
|
||||
}
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::Delay::Delay(double duration)
|
||||
{
|
||||
_delay = max(duration, 0);
|
||||
}
|
||||
|
||||
e2d::Delay * e2d::Delay::clone() const
|
||||
{
|
||||
return new Delay(_delay);
|
||||
}
|
||||
|
||||
void e2d::Delay::_init()
|
||||
{
|
||||
Action::_init();
|
||||
}
|
||||
|
||||
void e2d::Delay::_update()
|
||||
{
|
||||
Action::_update();
|
||||
// 判断时间间隔是否足够
|
||||
if ((Time::getTotalTime() - _fLast) >= _delay)
|
||||
{
|
||||
this->stop();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,67 @@
|
|||
#include "..\e2daction.h"
|
||||
#include "..\e2dmanager.h"
|
||||
|
||||
e2d::Loop::Loop(Action * action, int times /* = -1 */)
|
||||
: _action(action)
|
||||
, _times(0)
|
||||
, _totalTimes(times)
|
||||
{
|
||||
ASSERT(_action, "Loop NULL pointer exception!");
|
||||
_action->retain();
|
||||
}
|
||||
|
||||
e2d::Loop::~Loop()
|
||||
{
|
||||
}
|
||||
|
||||
e2d::Loop * e2d::Loop::clone() const
|
||||
{
|
||||
return new Loop(_action->clone());
|
||||
}
|
||||
|
||||
void e2d::Loop::_init()
|
||||
{
|
||||
Action::_init();
|
||||
_action->_target = _target;
|
||||
_action->_init();
|
||||
}
|
||||
|
||||
void e2d::Loop::_update()
|
||||
{
|
||||
Action::_update();
|
||||
|
||||
if (_times == _totalTimes)
|
||||
{
|
||||
this->stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_action->_update();
|
||||
|
||||
if (_action->_isDone())
|
||||
{
|
||||
_times++;
|
||||
|
||||
Action::reset();
|
||||
_action->reset();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Loop::reset()
|
||||
{
|
||||
Action::reset();
|
||||
|
||||
_action->reset();
|
||||
_times = 0;
|
||||
}
|
||||
|
||||
void e2d::Loop::onDestroy()
|
||||
{
|
||||
Action::onDestroy();
|
||||
SafeRelease(&_action);
|
||||
}
|
||||
|
||||
void e2d::Loop::_resetTime()
|
||||
{
|
||||
_action->_resetTime();
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::MoveBy::MoveBy(double duration, Vector vector) :
|
||||
ActionGradual(duration)
|
||||
{
|
||||
_deltaPos = vector;
|
||||
}
|
||||
|
||||
void e2d::MoveBy::_init()
|
||||
{
|
||||
ActionGradual::_init();
|
||||
if (_target)
|
||||
{
|
||||
_startPos = _target->getPos();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::MoveBy::_update()
|
||||
{
|
||||
ActionGradual::_update();
|
||||
|
||||
if (_target == nullptr)
|
||||
{
|
||||
this->stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_target->setPos(_startPos + _deltaPos * _delta);
|
||||
}
|
||||
|
||||
e2d::MoveBy * e2d::MoveBy::clone() const
|
||||
{
|
||||
return new MoveBy(_duration, _deltaPos);
|
||||
}
|
||||
|
||||
e2d::MoveBy * e2d::MoveBy::reverse() const
|
||||
{
|
||||
return new MoveBy(_duration, -_deltaPos);
|
||||
}
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::MoveTo::MoveTo(double duration, Point pos) :
|
||||
MoveBy(duration, Vector())
|
||||
{
|
||||
_endPos = pos;
|
||||
}
|
||||
|
||||
e2d::MoveTo * e2d::MoveTo::clone() const
|
||||
{
|
||||
return new MoveTo(_duration, _endPos);
|
||||
}
|
||||
|
||||
void e2d::MoveTo::_init()
|
||||
{
|
||||
MoveBy::_init();
|
||||
_deltaPos = _endPos - _startPos;
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::OpacityBy::OpacityBy(double duration, double opacity) :
|
||||
ActionGradual(duration)
|
||||
{
|
||||
_deltaVal = opacity;
|
||||
}
|
||||
|
||||
void e2d::OpacityBy::_init()
|
||||
{
|
||||
ActionGradual::_init();
|
||||
if (_target)
|
||||
{
|
||||
_startVal = _target->getOpacity();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::OpacityBy::_update()
|
||||
{
|
||||
ActionGradual::_update();
|
||||
|
||||
if (_target == nullptr)
|
||||
{
|
||||
this->stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_target->setOpacity(_startVal + _deltaVal * _delta);
|
||||
}
|
||||
|
||||
e2d::OpacityBy * e2d::OpacityBy::clone() const
|
||||
{
|
||||
return new OpacityBy(_duration, _deltaVal);
|
||||
}
|
||||
|
||||
e2d::OpacityBy * e2d::OpacityBy::reverse() const
|
||||
{
|
||||
return new OpacityBy(_duration, -_deltaVal);
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::OpacityTo::OpacityTo(double duration, double opacity) :
|
||||
OpacityBy(duration, 0)
|
||||
{
|
||||
_endVal = opacity;
|
||||
}
|
||||
|
||||
e2d::OpacityTo * e2d::OpacityTo::clone() const
|
||||
{
|
||||
return new OpacityTo(_duration, _endVal);
|
||||
}
|
||||
|
||||
void e2d::OpacityTo::_init()
|
||||
{
|
||||
OpacityBy::_init();
|
||||
_deltaVal = _endVal - _startVal;
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::RotateBy::RotateBy(double duration, double rotation) :
|
||||
ActionGradual(duration)
|
||||
{
|
||||
_deltaVal = rotation;
|
||||
}
|
||||
|
||||
void e2d::RotateBy::_init()
|
||||
{
|
||||
ActionGradual::_init();
|
||||
if (_target)
|
||||
{
|
||||
_startVal = _target->getRotation();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::RotateBy::_update()
|
||||
{
|
||||
ActionGradual::_update();
|
||||
|
||||
if (_target == nullptr)
|
||||
{
|
||||
this->stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_target->setRotation(_startVal + _deltaVal * _delta);
|
||||
}
|
||||
|
||||
e2d::RotateBy * e2d::RotateBy::clone() const
|
||||
{
|
||||
return new RotateBy(_duration, _deltaVal);
|
||||
}
|
||||
|
||||
e2d::RotateBy * e2d::RotateBy::reverse() const
|
||||
{
|
||||
return new RotateBy(_duration, -_deltaVal);
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::RotateTo::RotateTo(double duration, double rotation) :
|
||||
RotateBy(duration, 0)
|
||||
{
|
||||
_endVal = rotation;
|
||||
}
|
||||
|
||||
e2d::RotateTo * e2d::RotateTo::clone() const
|
||||
{
|
||||
return new RotateTo(_duration, _endVal);
|
||||
}
|
||||
|
||||
void e2d::RotateTo::_init()
|
||||
{
|
||||
RotateBy::_init();
|
||||
_deltaVal = _endVal - _startVal;
|
||||
}
|
||||
|
|
@ -0,0 +1,49 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
|
||||
e2d::ScaleBy::ScaleBy(double duration, double scale)
|
||||
: ActionGradual(duration)
|
||||
{
|
||||
_deltaX = scale;
|
||||
_deltaY = scale;
|
||||
}
|
||||
|
||||
e2d::ScaleBy::ScaleBy(double duration, double scaleX, double scaleY)
|
||||
: ActionGradual(duration)
|
||||
{
|
||||
_deltaX = scaleX;
|
||||
_deltaY = scaleY;
|
||||
}
|
||||
|
||||
void e2d::ScaleBy::_init()
|
||||
{
|
||||
ActionGradual::_init();
|
||||
if (_target)
|
||||
{
|
||||
_startScaleX = _target->getScaleX();
|
||||
_startScaleY = _target->getScaleY();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ScaleBy::_update()
|
||||
{
|
||||
ActionGradual::_update();
|
||||
|
||||
if (_target == nullptr)
|
||||
{
|
||||
this->stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_target->setScale(_startScaleX + _deltaX * _delta, _startScaleY + _deltaY * _delta);
|
||||
}
|
||||
|
||||
e2d::ScaleBy * e2d::ScaleBy::clone() const
|
||||
{
|
||||
return new ScaleBy(_duration, _deltaX, _deltaY);
|
||||
}
|
||||
|
||||
e2d::ScaleBy * e2d::ScaleBy::reverse() const
|
||||
{
|
||||
return new ScaleBy(_duration, -_deltaX, -_deltaY);
|
||||
}
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::ScaleTo::ScaleTo(double duration, double scale)
|
||||
: ScaleBy(duration, 0, 0)
|
||||
{
|
||||
_endScaleX = scale;
|
||||
_endScaleY = scale;
|
||||
}
|
||||
|
||||
e2d::ScaleTo::ScaleTo(double duration, double scaleX, double scaleY)
|
||||
: ScaleBy(duration, 0, 0)
|
||||
{
|
||||
_endScaleX = scaleX;
|
||||
_endScaleY = scaleY;
|
||||
}
|
||||
|
||||
e2d::ScaleTo * e2d::ScaleTo::clone() const
|
||||
{
|
||||
return new ScaleTo(_duration, _endScaleX, _endScaleY);
|
||||
}
|
||||
|
||||
void e2d::ScaleTo::_init()
|
||||
{
|
||||
ScaleBy::_init();
|
||||
_deltaX = _endScaleX - _startScaleX;
|
||||
_deltaY = _endScaleY - _startScaleY;
|
||||
}
|
||||
|
|
@ -0,0 +1,149 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::Sequence::Sequence()
|
||||
: _currIndex(0)
|
||||
{
|
||||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
e2d::Sequence::Sequence(const std::initializer_list<Action*>& vActions)
|
||||
: _currIndex(0)
|
||||
{
|
||||
this->add(vActions);
|
||||
}
|
||||
#else
|
||||
e2d::Sequence::Sequence(int number, Action * action1, ...) :
|
||||
_currIndex(0)
|
||||
{
|
||||
Action ** ppAction = &action1;
|
||||
|
||||
while (number > 0)
|
||||
{
|
||||
WARN_IF((*ppAction) == nullptr, "Sequence NULL pointer exception!");
|
||||
this->add(*ppAction);
|
||||
ppAction++;
|
||||
number--;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
e2d::Sequence::~Sequence()
|
||||
{
|
||||
}
|
||||
|
||||
void e2d::Sequence::_init()
|
||||
{
|
||||
Action::_init();
|
||||
// 将所有动作与目标绑定
|
||||
if (_target)
|
||||
{
|
||||
for (auto action : _actions)
|
||||
{
|
||||
action->_target = _target;
|
||||
}
|
||||
}
|
||||
// 初始化第一个动作
|
||||
_actions[0]->_init();
|
||||
}
|
||||
|
||||
void e2d::Sequence::onDestroy()
|
||||
{
|
||||
Action::onDestroy();
|
||||
for (auto action : _actions)
|
||||
{
|
||||
SafeRelease(&action);
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Sequence::_update()
|
||||
{
|
||||
Action::_update();
|
||||
|
||||
auto &action = _actions[_currIndex];
|
||||
action->_update();
|
||||
|
||||
if (action->_isDone())
|
||||
{
|
||||
_currIndex++;
|
||||
if (_currIndex == _actions.size())
|
||||
{
|
||||
this->stop();
|
||||
}
|
||||
else
|
||||
{
|
||||
_actions[_currIndex]->_init();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Sequence::reset()
|
||||
{
|
||||
Action::reset();
|
||||
for (auto action : _actions)
|
||||
{
|
||||
action->reset();
|
||||
}
|
||||
_currIndex = 0;
|
||||
}
|
||||
|
||||
void e2d::Sequence::_resetTime()
|
||||
{
|
||||
for (auto action : _actions)
|
||||
{
|
||||
action->_resetTime();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Sequence::add(Action * action)
|
||||
{
|
||||
if (action)
|
||||
{
|
||||
_actions.push_back(action);
|
||||
action->retain();
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
void e2d::Sequence::add(const std::initializer_list<Action*>& vActions)
|
||||
{
|
||||
for (const auto &action : vActions)
|
||||
{
|
||||
this->add(action);
|
||||
}
|
||||
}
|
||||
#else
|
||||
void e2d::Sequence::add(int number, Action * action, ...)
|
||||
{
|
||||
Action ** ppAction = &action;
|
||||
|
||||
while (number > 0)
|
||||
{
|
||||
WARN_IF((*ppAction) == nullptr, "Sequence NULL pointer exception!");
|
||||
this->add(*ppAction);
|
||||
ppAction++;
|
||||
number--;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
e2d::Sequence * e2d::Sequence::clone() const
|
||||
{
|
||||
auto a = new Sequence();
|
||||
for (auto action : _actions)
|
||||
{
|
||||
a->add(action->clone());
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
e2d::Sequence * e2d::Sequence::reverse() const
|
||||
{
|
||||
auto a = new Sequence();
|
||||
for (auto action : _actions)
|
||||
{
|
||||
a->add(action->reverse());
|
||||
}
|
||||
// 将动作顺序逆序排列
|
||||
a->_actions.reserve(_actions.size());
|
||||
return a;
|
||||
}
|
||||
|
|
@ -0,0 +1,147 @@
|
|||
#include "..\e2daction.h"
|
||||
|
||||
e2d::Spawn::Spawn()
|
||||
{
|
||||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
e2d::Spawn::Spawn(const std::initializer_list<Action*>& vActions)
|
||||
{
|
||||
this->add(vActions);
|
||||
}
|
||||
#else
|
||||
e2d::Spawn::Spawn(int number, Action * action1, ...) :
|
||||
_currIndex(0)
|
||||
{
|
||||
Action ** ppAction = &action1;
|
||||
|
||||
while (number > 0)
|
||||
{
|
||||
WARN_IF((*ppAction) == nullptr, "Spawn NULL pointer exception!");
|
||||
this->add(*ppAction);
|
||||
ppAction++;
|
||||
number--;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
e2d::Spawn::~Spawn()
|
||||
{
|
||||
}
|
||||
|
||||
void e2d::Spawn::_init()
|
||||
{
|
||||
Action::_init();
|
||||
|
||||
if (_target)
|
||||
{
|
||||
for (auto action : _actions)
|
||||
{
|
||||
action->_target = _target;
|
||||
action->_init();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Spawn::onDestroy()
|
||||
{
|
||||
Action::onDestroy();
|
||||
for (auto action : _actions)
|
||||
{
|
||||
SafeRelease(&action);
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Spawn::_update()
|
||||
{
|
||||
Action::_update();
|
||||
|
||||
size_t doneNum = 0;
|
||||
for (auto action : _actions)
|
||||
{
|
||||
if (action->_isDone())
|
||||
{
|
||||
doneNum++;
|
||||
}
|
||||
else
|
||||
{
|
||||
action->_update();
|
||||
}
|
||||
}
|
||||
|
||||
if (doneNum == _actions.size())
|
||||
{
|
||||
this->stop();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Spawn::reset()
|
||||
{
|
||||
Action::reset();
|
||||
for (auto action : _actions)
|
||||
{
|
||||
action->reset();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Spawn::_resetTime()
|
||||
{
|
||||
for (auto action : _actions)
|
||||
{
|
||||
action->_resetTime();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Spawn::add(Action * action)
|
||||
{
|
||||
if (action)
|
||||
{
|
||||
_actions.push_back(action);
|
||||
action->retain();
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
void e2d::Spawn::add(const std::initializer_list<Action*>& vActions)
|
||||
{
|
||||
for (const auto &action : vActions)
|
||||
{
|
||||
this->add(action);
|
||||
}
|
||||
}
|
||||
#else
|
||||
void e2d::Spawn::add(int number, Action * action, ...)
|
||||
{
|
||||
Action ** ppAction = &action;
|
||||
|
||||
while (number > 0)
|
||||
{
|
||||
WARN_IF((*ppAction) == nullptr, "Spawn NULL pointer exception!");
|
||||
this->add(*ppAction);
|
||||
ppAction++;
|
||||
number--;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
e2d::Spawn * e2d::Spawn::clone() const
|
||||
{
|
||||
auto a = new Spawn();
|
||||
for (auto action : _actions)
|
||||
{
|
||||
a->add(action->clone());
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
e2d::Spawn * e2d::Spawn::reverse() const
|
||||
{
|
||||
auto a = new Spawn();
|
||||
for (auto action : _actions)
|
||||
{
|
||||
a->add(action->reverse());
|
||||
}
|
||||
// ½«¶¯×÷˳ÐòÄæÐòÅÅÁÐ
|
||||
a->_actions.reserve(_actions.size());
|
||||
return a;
|
||||
}
|
||||
|
|
@ -91,7 +91,7 @@ void e2d::Scene::showCollider(bool visiable)
|
|||
_bColliderVisiable = visiable;
|
||||
}
|
||||
|
||||
void e2d::Scene::destroy()
|
||||
void e2d::Scene::onDestroy()
|
||||
{
|
||||
SafeRelease(&_pRoot);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,8 @@
|
|||
#include "..\e2dmanager.h"
|
||||
#include "..\e2daction.h"
|
||||
|
||||
static std::vector<e2d::ActionBase*> s_vActions;
|
||||
static std::vector<e2d::ActionBase*> s_vRunningActions;
|
||||
static std::vector<e2d::Action*> s_vActions;
|
||||
static std::vector<e2d::Action*> s_vRunningActions;
|
||||
|
||||
|
||||
void e2d::ActionManager::__update()
|
||||
|
|
@ -19,7 +19,7 @@ void e2d::ActionManager::__update()
|
|||
{
|
||||
// ¶¯×÷ÒѾ½áÊø
|
||||
action->release();
|
||||
action->_pTarget = nullptr;
|
||||
action->_target = nullptr;
|
||||
s_vRunningActions.erase(s_vRunningActions.begin() + i);
|
||||
}
|
||||
else
|
||||
|
|
@ -33,7 +33,7 @@ void e2d::ActionManager::__update()
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::__add(ActionBase * action)
|
||||
void e2d::ActionManager::__add(Action * action)
|
||||
{
|
||||
if (action)
|
||||
{
|
||||
|
|
@ -41,7 +41,7 @@ void e2d::ActionManager::__add(ActionBase * action)
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::__remove(ActionBase * action)
|
||||
void e2d::ActionManager::__remove(Action * action)
|
||||
{
|
||||
for (size_t i = 0; i < s_vActions.size();)
|
||||
{
|
||||
|
|
@ -98,16 +98,28 @@ void e2d::ActionManager::__stopAllBindedWith(Node * target)
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::start(ActionBase * action, Node * target, bool paused)
|
||||
void e2d::ActionManager::start(Action * action, Node * target, bool paused)
|
||||
{
|
||||
WARN_IF(action == nullptr, "ActionBase NULL pointer exception!");
|
||||
WARN_IF(action == nullptr, "Action NULL pointer exception!");
|
||||
WARN_IF(target == nullptr, "Target node NULL pointer exception!");
|
||||
|
||||
if (action && target)
|
||||
{
|
||||
ASSERT([](Action * newAction)
|
||||
{
|
||||
for (const auto& action : s_vRunningActions)
|
||||
{
|
||||
if (newAction == action)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}(action), "action already be added!");
|
||||
|
||||
action->_startWithTarget(target);
|
||||
action->retain();
|
||||
action->_bRunning = !paused;
|
||||
action->_running = !paused;
|
||||
s_vRunningActions.push_back(action);
|
||||
}
|
||||
}
|
||||
|
|
@ -199,9 +211,9 @@ void e2d::ActionManager::stopAll()
|
|||
}
|
||||
}
|
||||
|
||||
std::vector<e2d::ActionBase*> e2d::ActionManager::get(const String& strActionName)
|
||||
std::vector<e2d::Action*> e2d::ActionManager::get(const String& strActionName)
|
||||
{
|
||||
std::vector<ActionBase*> vActions;
|
||||
std::vector<Action*> vActions;
|
||||
for (auto action : s_vActions)
|
||||
{
|
||||
if (action->getName() == strActionName)
|
||||
|
|
@ -212,7 +224,7 @@ std::vector<e2d::ActionBase*> e2d::ActionManager::get(const String& strActionNam
|
|||
return std::move(vActions);
|
||||
}
|
||||
|
||||
std::vector<e2d::ActionBase*> e2d::ActionManager::getAll()
|
||||
std::vector<e2d::Action*> e2d::ActionManager::getAll()
|
||||
{
|
||||
return s_vActions;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@ void e2d::ObjectManager::__update()
|
|||
{
|
||||
if ((*iter)->getRefCount() <= 0)
|
||||
{
|
||||
(*iter)->destroy();
|
||||
(*iter)->onDestroy();
|
||||
delete (*iter);
|
||||
iter = s_vObjectPool.erase(iter);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@
|
|||
|
||||
|
||||
e2d::Button::Button()
|
||||
: _Callback(nullptr)
|
||||
: _func(nullptr)
|
||||
, _eBtnState(ButtonState::NORMAL)
|
||||
, _bEnable(true)
|
||||
, _bIsSelected(false)
|
||||
|
|
@ -17,7 +17,7 @@ e2d::Button::Button()
|
|||
}
|
||||
|
||||
e2d::Button::Button(Node * normal, const Function& func)
|
||||
: _Callback(nullptr)
|
||||
: _func(nullptr)
|
||||
, _eBtnState(ButtonState::NORMAL)
|
||||
, _bEnable(true)
|
||||
, _bIsSelected(false)
|
||||
|
|
@ -31,7 +31,7 @@ e2d::Button::Button(Node * normal, const Function& func)
|
|||
}
|
||||
|
||||
e2d::Button::Button(Node * normal, Node * selected, const Function& func)
|
||||
: _Callback(nullptr)
|
||||
: _func(nullptr)
|
||||
, _eBtnState(ButtonState::NORMAL)
|
||||
, _bEnable(true)
|
||||
, _bIsSelected(false)
|
||||
|
|
@ -46,7 +46,7 @@ e2d::Button::Button(Node * normal, Node * selected, const Function& func)
|
|||
}
|
||||
|
||||
e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, const Function& func)
|
||||
: _Callback(nullptr)
|
||||
: _func(nullptr)
|
||||
, _eBtnState(ButtonState::NORMAL)
|
||||
, _bEnable(true)
|
||||
, _bIsSelected(false)
|
||||
|
|
@ -62,7 +62,7 @@ e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, const Func
|
|||
}
|
||||
|
||||
e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, Node * disabled, const Function& func)
|
||||
: _Callback(nullptr)
|
||||
: _func(nullptr)
|
||||
, _eBtnState(ButtonState::NORMAL)
|
||||
, _bEnable(true)
|
||||
, _bIsSelected(false)
|
||||
|
|
@ -174,7 +174,7 @@ void e2d::Button::setClickFunc(const Function& func)
|
|||
{
|
||||
WARN_IF(_pNormal == nullptr, "Button cannot work without anything to show. Please set its normal displayed.");
|
||||
|
||||
_Callback = func;
|
||||
_func = func;
|
||||
}
|
||||
|
||||
void e2d::Button::onFixedUpdate()
|
||||
|
|
@ -277,8 +277,8 @@ void e2d::Button::_updateVisiable()
|
|||
|
||||
void e2d::Button::_runCallback()
|
||||
{
|
||||
if (_Callback)
|
||||
if (_func)
|
||||
{
|
||||
_Callback();
|
||||
_func();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -311,8 +311,8 @@ void e2d::ButtonToggle::_runCallback()
|
|||
_bState = !_bState;
|
||||
_updateState();
|
||||
|
||||
if (_Callback)
|
||||
if (_func)
|
||||
{
|
||||
_Callback();
|
||||
_func();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -240,7 +240,7 @@ bool e2d::Node::isVisiable() const
|
|||
|
||||
e2d::String e2d::Node::getName() const
|
||||
{
|
||||
return _sName;
|
||||
return _name;
|
||||
}
|
||||
|
||||
unsigned int e2d::Node::getHashName() const
|
||||
|
|
@ -676,7 +676,7 @@ std::vector<e2d::Node*> e2d::Node::getChildren(const String& name) const
|
|||
for (auto child : _vChildren)
|
||||
{
|
||||
// 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度
|
||||
if (child->_nHashName == hash && child->_sName == name)
|
||||
if (child->_nHashName == hash && child->_name == name)
|
||||
{
|
||||
vChildren.push_back(child);
|
||||
}
|
||||
|
|
@ -691,7 +691,7 @@ e2d::Node * e2d::Node::getChild(const String& name) const
|
|||
for (auto child : _vChildren)
|
||||
{
|
||||
// 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度
|
||||
if (child->_nHashName == hash && child->_sName == name)
|
||||
if (child->_nHashName == hash && child->_name == name)
|
||||
{
|
||||
return child;
|
||||
}
|
||||
|
|
@ -765,7 +765,7 @@ void e2d::Node::removeChildren(const String& childName)
|
|||
for (size_t i = 0; i < size; i++)
|
||||
{
|
||||
auto child = _vChildren[i];
|
||||
if (child->_nHashName == hash && child->_sName == childName)
|
||||
if (child->_nHashName == hash && child->_name == childName)
|
||||
{
|
||||
_vChildren.erase(_vChildren.begin() + i);
|
||||
child->_pParent = nullptr;
|
||||
|
|
@ -789,7 +789,7 @@ void e2d::Node::clearAllChildren()
|
|||
_vChildren.clear();
|
||||
}
|
||||
|
||||
void e2d::Node::runAction(ActionBase * action)
|
||||
void e2d::Node::runAction(Action * action)
|
||||
{
|
||||
if (this != action->getTarget())
|
||||
{
|
||||
|
|
@ -838,7 +838,7 @@ void e2d::Node::stopAction(const String& strActionName)
|
|||
}
|
||||
}
|
||||
|
||||
e2d::ActionBase * e2d::Node::getAction(const String& strActionName)
|
||||
e2d::Action * e2d::Node::getAction(const String& strActionName)
|
||||
{
|
||||
auto actions = ActionManager::get(strActionName);
|
||||
for (auto action : actions)
|
||||
|
|
@ -851,9 +851,9 @@ e2d::ActionBase * e2d::Node::getAction(const String& strActionName)
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
std::vector<e2d::ActionBase*> e2d::Node::getActions(const String& strActionName)
|
||||
std::vector<e2d::Action*> e2d::Node::getActions(const String& strActionName)
|
||||
{
|
||||
std::vector<ActionBase*>::iterator iter;
|
||||
std::vector<Action*>::iterator iter;
|
||||
auto actions = ActionManager::get(strActionName);
|
||||
for (iter = actions.begin(); iter != actions.end();)
|
||||
{
|
||||
|
|
@ -983,7 +983,7 @@ void e2d::Node::setDefaultColliderEnable(bool enable)
|
|||
s_fDefaultColliderEnabled = enable;
|
||||
}
|
||||
|
||||
void e2d::Node::destroy()
|
||||
void e2d::Node::onDestroy()
|
||||
{
|
||||
ActionManager::__clearAllBindedWith(this);
|
||||
ColliderManager::__removeCollider(_pCollider);
|
||||
|
|
@ -1017,10 +1017,10 @@ void e2d::Node::setName(const String& name)
|
|||
{
|
||||
WARN_IF(name.isEmpty(), "Invalid Node name.");
|
||||
|
||||
if (!name.isEmpty() && _sName != name)
|
||||
if (!name.isEmpty() && _name != name)
|
||||
{
|
||||
// 保存节点名
|
||||
_sName = name;
|
||||
_name = name;
|
||||
// 保存节点 Hash 名
|
||||
_nHashName = name.getHashCode();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -125,8 +125,8 @@ void e2d::Sprite::onRender()
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::Sprite::destroy()
|
||||
void e2d::Sprite::onDestroy()
|
||||
{
|
||||
Node::destroy();
|
||||
Node::onDestroy();
|
||||
SafeRelease(&_pImage);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@
|
|||
e2d::TransitionBase::TransitionBase(double duration)
|
||||
: _bEnd(false)
|
||||
, _fLast(0)
|
||||
, _fRateOfProgress(0)
|
||||
, _delta(0)
|
||||
, _pPrevScene(nullptr)
|
||||
, _pNextScene(nullptr)
|
||||
, _pPrevLayer(nullptr)
|
||||
|
|
@ -13,7 +13,7 @@ e2d::TransitionBase::TransitionBase(double duration)
|
|||
, _sPrevLayerParam()
|
||||
, _sNextLayerParam()
|
||||
{
|
||||
_fDuration = max(duration, 0);
|
||||
_duration = max(duration, 0);
|
||||
}
|
||||
|
||||
e2d::TransitionBase::~TransitionBase()
|
||||
|
|
@ -27,7 +27,7 @@ bool e2d::TransitionBase::isDone()
|
|||
return _bEnd;
|
||||
}
|
||||
|
||||
void e2d::TransitionBase::destroy()
|
||||
void e2d::TransitionBase::onDestroy()
|
||||
{
|
||||
SafeRelease(&_pPrevScene);
|
||||
SafeRelease(&_pNextScene);
|
||||
|
|
@ -61,13 +61,13 @@ void e2d::TransitionBase::_init(Scene * prev, Scene * next)
|
|||
void e2d::TransitionBase::_update()
|
||||
{
|
||||
// 计算动画进度
|
||||
if (_fDuration == 0)
|
||||
if (_duration == 0)
|
||||
{
|
||||
_fRateOfProgress = 1;
|
||||
_delta = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
_fRateOfProgress = min((Time::getTotalTime() - _fLast) / _fDuration, 1);
|
||||
_delta = min((Time::getTotalTime() - _fLast) / _duration, 1);
|
||||
}
|
||||
|
||||
this->_updateCustom();
|
||||
|
|
|
|||
|
|
@ -15,10 +15,10 @@ void e2d::TransitionEmerge::_init(Scene * prev, Scene * next)
|
|||
|
||||
void e2d::TransitionEmerge::_updateCustom()
|
||||
{
|
||||
_sPrevLayerParam.opacity = float(1 - _fRateOfProgress);
|
||||
_sNextLayerParam.opacity = float(_fRateOfProgress);
|
||||
_sPrevLayerParam.opacity = float(1 - _delta);
|
||||
_sNextLayerParam.opacity = float(_delta);
|
||||
|
||||
if (_fRateOfProgress >= 1)
|
||||
if (_delta >= 1)
|
||||
{
|
||||
this->_stop();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -23,12 +23,12 @@ void e2d::TransitionFade::_init(Scene * prev, Scene * next)
|
|||
if (_pPrevScene)
|
||||
{
|
||||
_bFadeOutTransioning = true;
|
||||
_fDuration = _fFadeOutDuration;
|
||||
_duration = _fFadeOutDuration;
|
||||
}
|
||||
else
|
||||
{
|
||||
_bFadeOutTransioning = false;
|
||||
_fDuration = _fFadeInDuration;
|
||||
_duration = _fFadeInDuration;
|
||||
}
|
||||
_sPrevLayerParam.opacity = 1;
|
||||
_sNextLayerParam.opacity = 0;
|
||||
|
|
@ -38,18 +38,18 @@ void e2d::TransitionFade::_updateCustom()
|
|||
{
|
||||
if (_bFadeOutTransioning)
|
||||
{
|
||||
_sPrevLayerParam.opacity = float(1 - _fRateOfProgress);
|
||||
if (_fRateOfProgress >= 1)
|
||||
_sPrevLayerParam.opacity = float(1 - _delta);
|
||||
if (_delta >= 1)
|
||||
{
|
||||
_bFadeOutTransioning = false;
|
||||
_fDuration = _fFadeInDuration;
|
||||
_duration = _fFadeInDuration;
|
||||
_fLast = Time::getTotalTime();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_sNextLayerParam.opacity = float(_fRateOfProgress);
|
||||
if (_fRateOfProgress >= 1)
|
||||
_sNextLayerParam.opacity = float(_delta);
|
||||
if (_delta >= 1)
|
||||
{
|
||||
this->_stop();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -42,14 +42,14 @@ void e2d::TransitionMove::_updateCustom()
|
|||
{
|
||||
if (_pPrevScene)
|
||||
{
|
||||
_pPrevScene->getRoot()->setPos(_Vector * _fRateOfProgress);
|
||||
_pPrevScene->getRoot()->setPos(_Vector * _delta);
|
||||
}
|
||||
if (_pNextScene)
|
||||
{
|
||||
_pNextScene->getRoot()->setPos(_NextPos + _Vector * _fRateOfProgress);
|
||||
_pNextScene->getRoot()->setPos(_NextPos + _Vector * _delta);
|
||||
}
|
||||
|
||||
if (_fRateOfProgress >= 1)
|
||||
if (_delta >= 1)
|
||||
{
|
||||
this->_stop();
|
||||
}
|
||||
|
|
|
|||
532
core/e2daction.h
532
core/e2daction.h
|
|
@ -6,166 +6,24 @@ namespace e2d
|
|||
|
||||
|
||||
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;
|
||||
|
||||
// 动作生成器
|
||||
class Action
|
||||
{
|
||||
public:
|
||||
// 创建相对位移动画
|
||||
static e2d::ActionMoveBy* MoveBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
Vector vector /* 位移向量 */
|
||||
);
|
||||
|
||||
// 创建位移动画
|
||||
static e2d::ActionMoveTo* MoveTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
Point pos /* 位移至目标点的坐标 */
|
||||
);
|
||||
|
||||
// 创建相对缩放动画
|
||||
static e2d::ActionScaleBy* ScaleBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
double scale /* 缩放比例变化 */
|
||||
);
|
||||
|
||||
// 创建相对缩放动画
|
||||
static e2d::ActionScaleBy* ScaleBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
double scaleX, /* 横向缩放比例变化 */
|
||||
double scaleY /* 纵向缩放比例变化 */
|
||||
);
|
||||
|
||||
// 创建缩放动画
|
||||
static e2d::ActionScaleTo* ScaleTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
double scale /* 缩放至目标比例 */
|
||||
);
|
||||
|
||||
// 创建缩放动画
|
||||
static e2d::ActionScaleTo* ScaleTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
double scaleX, /* 横向缩放至目标比例 */
|
||||
double scaleY /* 纵向缩放至目标比例 */
|
||||
);
|
||||
|
||||
// 创建透明度相对渐变动画
|
||||
static e2d::ActionOpacityBy* OpacityBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
double opacity /* 透明度相对变化值 */
|
||||
);
|
||||
|
||||
// 创建透明度渐变动画
|
||||
static e2d::ActionOpacityTo* OpacityTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
double opacity /* 透明度渐变至目标值 */
|
||||
);
|
||||
|
||||
// 创建淡入动画
|
||||
static e2d::ActionFadeIn* FadeIn(
|
||||
double duration /* 动画持续时长 */
|
||||
);
|
||||
|
||||
// 创建淡出动画
|
||||
static e2d::ActionFadeOut* FadeOut(
|
||||
double duration /* 动画持续时长 */
|
||||
);
|
||||
|
||||
// 创建相对旋转动画
|
||||
static e2d::ActionRotateBy* RotateBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
double rotation /* 旋转角度变化值 */
|
||||
);
|
||||
|
||||
// 创建旋转动画
|
||||
static e2d::ActionRotateTo* RotateTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
double rotation /* 旋转角度至目标值 */
|
||||
);
|
||||
|
||||
// 创建两个动作的连续动作
|
||||
static e2d::ActionTwo* Two(
|
||||
ActionBase * pActionFirst, /* 第一个动作 */
|
||||
ActionBase * pActionSecond, /* 第二个动作 */
|
||||
bool bAtSameTime = false /* 同时开始 */
|
||||
);
|
||||
|
||||
// 创建延时动作
|
||||
static e2d::ActionDelay* Delay(
|
||||
double duration /* 延迟时长(秒) */
|
||||
);
|
||||
|
||||
// 创建循环动作
|
||||
static e2d::ActionLoop* Loop(
|
||||
ActionBase * action, /* 执行循环的动作 */
|
||||
int times = -1 /* 循环次数 */
|
||||
);
|
||||
|
||||
// 创建执行函数对象的动作
|
||||
static e2d::ActionFunc* Func(
|
||||
const Function& func /* 函数对象 */
|
||||
);
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
// 创建顺序动作
|
||||
static e2d::ActionSequence* Sequence(
|
||||
const std::initializer_list<ActionBase*>& vActions /* 动作列表 */
|
||||
);
|
||||
|
||||
// 创建特定帧间隔的帧动画
|
||||
static e2d::Animation* Animation(
|
||||
double interval, /* 帧间隔(秒) */
|
||||
const std::initializer_list<Image*>& vFrames /* 关键帧列表 */
|
||||
);
|
||||
#else
|
||||
// 创建顺序动作
|
||||
static e2d::ActionSequence* Sequence(
|
||||
int number, /* 动作数量 */
|
||||
ActionBase * action1, /* 第一个动作 */
|
||||
...
|
||||
);
|
||||
|
||||
// 创建特定帧间隔的帧动画
|
||||
static e2d::Animation* Animation(
|
||||
double interval, /* 帧间隔(秒) */
|
||||
int number, /* 帧数量 */
|
||||
Image * frame, /* 第一帧 */
|
||||
...
|
||||
);
|
||||
#endif
|
||||
};
|
||||
class Loop;
|
||||
class Sequence;
|
||||
class Spawn;
|
||||
|
||||
|
||||
// 基础动作
|
||||
class ActionBase :
|
||||
class Action :
|
||||
public Object
|
||||
{
|
||||
friend ActionManager;
|
||||
friend ActionTwo;
|
||||
friend ActionLoop;
|
||||
friend ActionSequence;
|
||||
friend Loop;
|
||||
friend Sequence;
|
||||
friend Spawn;
|
||||
|
||||
public:
|
||||
ActionBase();
|
||||
Action();
|
||||
|
||||
virtual ~ActionBase();
|
||||
virtual ~Action();
|
||||
|
||||
// 获取动作运行状态
|
||||
virtual bool isRunning();
|
||||
|
|
@ -188,10 +46,10 @@ public:
|
|||
);
|
||||
|
||||
// 获取动作的拷贝
|
||||
virtual ActionBase * clone() const = 0;
|
||||
virtual Action * clone() const = 0;
|
||||
|
||||
// 获取动作的倒转
|
||||
virtual ActionBase * reverse() const;
|
||||
virtual Action * reverse() const;
|
||||
|
||||
// 重置动作
|
||||
virtual void reset();
|
||||
|
|
@ -200,7 +58,7 @@ public:
|
|||
virtual Node * getTarget();
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
virtual void onDestroy() override;
|
||||
|
||||
protected:
|
||||
// 初始化动作
|
||||
|
|
@ -221,19 +79,18 @@ protected:
|
|||
);
|
||||
|
||||
protected:
|
||||
String _sName;
|
||||
bool _bRunning;
|
||||
bool _bEnding;
|
||||
bool _bInit;
|
||||
Node * _pTarget;
|
||||
Scene * _pParentScene;
|
||||
String _name;
|
||||
bool _running;
|
||||
bool _done;
|
||||
bool _initialized;
|
||||
Node * _target;
|
||||
double _fLast;
|
||||
};
|
||||
|
||||
|
||||
// 持续动作
|
||||
class ActionGradual :
|
||||
public ActionBase
|
||||
public Action
|
||||
{
|
||||
public:
|
||||
// 创建特定时长的持续动画
|
||||
|
|
@ -249,27 +106,27 @@ protected:
|
|||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
double _fDuration;
|
||||
double _fRateOfProgress;
|
||||
double _duration;
|
||||
double _delta;
|
||||
};
|
||||
|
||||
|
||||
// 相对位移动画
|
||||
class ActionMoveBy :
|
||||
class MoveBy :
|
||||
public ActionGradual
|
||||
{
|
||||
public:
|
||||
// 创建相对位移动画
|
||||
ActionMoveBy(
|
||||
MoveBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
Vector vector /* 位移向量 */
|
||||
);
|
||||
|
||||
// 获取该动画的拷贝对象
|
||||
virtual ActionMoveBy * clone() const override;
|
||||
virtual MoveBy * clone() const override;
|
||||
|
||||
// 获取该动画的倒转
|
||||
virtual ActionMoveBy * reverse() const override;
|
||||
virtual MoveBy * reverse() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动画
|
||||
|
|
@ -279,57 +136,57 @@ protected:
|
|||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
Point _BeginPos;
|
||||
Vector _MoveVec;
|
||||
Point _startPos;
|
||||
Vector _deltaPos;
|
||||
};
|
||||
|
||||
|
||||
// 位移动画
|
||||
class ActionMoveTo :
|
||||
public ActionMoveBy
|
||||
class MoveTo :
|
||||
public MoveBy
|
||||
{
|
||||
public:
|
||||
// 创建位移动画
|
||||
ActionMoveTo(
|
||||
MoveTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
Point pos /* 位移至目标点的坐标 */
|
||||
);
|
||||
|
||||
// 获取该动画的拷贝对象
|
||||
virtual ActionMoveTo * clone() const override;
|
||||
virtual MoveTo * clone() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动画
|
||||
virtual void _init() override;
|
||||
|
||||
protected:
|
||||
Point _EndPos;
|
||||
Point _endPos;
|
||||
};
|
||||
|
||||
|
||||
// 相对缩放动画
|
||||
class ActionScaleBy :
|
||||
class ScaleBy :
|
||||
public ActionGradual
|
||||
{
|
||||
public:
|
||||
// 创建相对缩放动画
|
||||
ActionScaleBy(
|
||||
ScaleBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
double scale /* 缩放比例变化 */
|
||||
);
|
||||
|
||||
// 创建相对缩放动画
|
||||
ActionScaleBy(
|
||||
ScaleBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
double scaleX, /* 横向缩放比例变化 */
|
||||
double scaleY /* 纵向缩放比例变化 */
|
||||
);
|
||||
|
||||
// 获取该动画的拷贝对象
|
||||
virtual ActionScaleBy * clone() const override;
|
||||
virtual ScaleBy * clone() const override;
|
||||
|
||||
// 获取该动画的倒转
|
||||
virtual ActionScaleBy * reverse() const override;
|
||||
virtual ScaleBy * reverse() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动画
|
||||
|
|
@ -339,60 +196,60 @@ protected:
|
|||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
double _nBeginScaleX;
|
||||
double _nBeginScaleY;
|
||||
double _nVariationX;
|
||||
double _nVariationY;
|
||||
double _startScaleX;
|
||||
double _startScaleY;
|
||||
double _deltaX;
|
||||
double _deltaY;
|
||||
};
|
||||
|
||||
|
||||
// 缩放动画
|
||||
class ActionScaleTo :
|
||||
public ActionScaleBy
|
||||
class ScaleTo :
|
||||
public ScaleBy
|
||||
{
|
||||
public:
|
||||
// 创建缩放动画
|
||||
ActionScaleTo(
|
||||
ScaleTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
double scale /* 缩放至目标比例 */
|
||||
);
|
||||
|
||||
// 创建缩放动画
|
||||
ActionScaleTo(
|
||||
ScaleTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
double scaleX, /* 横向缩放至目标比例 */
|
||||
double scaleY /* 纵向缩放至目标比例 */
|
||||
);
|
||||
|
||||
// 获取该动画的拷贝对象
|
||||
virtual ActionScaleTo * clone() const override;
|
||||
virtual ScaleTo * clone() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动画
|
||||
virtual void _init() override;
|
||||
|
||||
protected:
|
||||
double _nEndScaleX;
|
||||
double _nEndScaleY;
|
||||
double _endScaleX;
|
||||
double _endScaleY;
|
||||
};
|
||||
|
||||
|
||||
// 透明度相对渐变动画
|
||||
class ActionOpacityBy :
|
||||
class OpacityBy :
|
||||
public ActionGradual
|
||||
{
|
||||
public:
|
||||
// 创建透明度相对渐变动画
|
||||
ActionOpacityBy(
|
||||
OpacityBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
double opacity /* 透明度相对变化值 */
|
||||
);
|
||||
|
||||
// 获取该动画的拷贝对象
|
||||
virtual ActionOpacityBy * clone() const override;
|
||||
virtual OpacityBy * clone() const override;
|
||||
|
||||
// 获取该动画的倒转
|
||||
virtual ActionOpacityBy * reverse() const override;
|
||||
virtual OpacityBy * reverse() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动画
|
||||
|
|
@ -402,80 +259,80 @@ protected:
|
|||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
double _nBeginVal;
|
||||
double _nVariation;
|
||||
double _startVal;
|
||||
double _deltaVal;
|
||||
};
|
||||
|
||||
|
||||
// 透明度渐变动画
|
||||
class ActionOpacityTo :
|
||||
public ActionOpacityBy
|
||||
class OpacityTo :
|
||||
public OpacityBy
|
||||
{
|
||||
public:
|
||||
// 创建透明度渐变动画
|
||||
ActionOpacityTo(
|
||||
OpacityTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
double opacity /* 透明度渐变至目标值 */
|
||||
);
|
||||
|
||||
// 获取该动画的拷贝对象
|
||||
virtual ActionOpacityTo * clone() const override;
|
||||
virtual OpacityTo * clone() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动画
|
||||
virtual void _init() override;
|
||||
|
||||
protected:
|
||||
double _nEndVal;
|
||||
double _endVal;
|
||||
};
|
||||
|
||||
|
||||
// 淡入动画
|
||||
class ActionFadeIn :
|
||||
public ActionOpacityTo
|
||||
class FadeIn :
|
||||
public OpacityTo
|
||||
{
|
||||
public:
|
||||
// 创建淡入动画
|
||||
ActionFadeIn(
|
||||
FadeIn(
|
||||
double duration /* 动画持续时长 */
|
||||
)
|
||||
: ActionOpacityTo(duration, 1)
|
||||
)
|
||||
: OpacityTo(duration, 1)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// 淡出动画
|
||||
class ActionFadeOut :
|
||||
public ActionOpacityTo
|
||||
class FadeOut :
|
||||
public OpacityTo
|
||||
{
|
||||
public:
|
||||
// 创建淡出动画
|
||||
ActionFadeOut(
|
||||
FadeOut(
|
||||
double duration /* 动画持续时长 */
|
||||
)
|
||||
: ActionOpacityTo(duration, 0)
|
||||
)
|
||||
: OpacityTo(duration, 0)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// 相对旋转动作
|
||||
class ActionRotateBy :
|
||||
class RotateBy :
|
||||
public ActionGradual
|
||||
{
|
||||
public:
|
||||
// 创建相对旋转动画
|
||||
ActionRotateBy(
|
||||
RotateBy(
|
||||
double duration, /* 动画持续时长 */
|
||||
double rotation /* 旋转角度变化值 */
|
||||
);
|
||||
|
||||
// 获取该动画的拷贝对象
|
||||
virtual ActionRotateBy * clone() const override;
|
||||
virtual RotateBy * clone() const override;
|
||||
|
||||
// 获取该动画的倒转
|
||||
virtual ActionRotateBy * reverse() const override;
|
||||
virtual RotateBy * reverse() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动画
|
||||
|
|
@ -485,61 +342,80 @@ protected:
|
|||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
double _nBeginVal;
|
||||
double _nVariation;
|
||||
double _startVal;
|
||||
double _deltaVal;
|
||||
};
|
||||
|
||||
|
||||
// 旋转动作
|
||||
class ActionRotateTo :
|
||||
public ActionRotateBy
|
||||
class RotateTo :
|
||||
public RotateBy
|
||||
{
|
||||
public:
|
||||
// 创建旋转动画
|
||||
ActionRotateTo(
|
||||
RotateTo(
|
||||
double duration, /* 动画持续时长 */
|
||||
double rotation /* 旋转角度至目标值 */
|
||||
);
|
||||
|
||||
// 获取该动画的拷贝对象
|
||||
virtual ActionRotateTo * clone() const override;
|
||||
virtual RotateTo * clone() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动画
|
||||
virtual void _init() override;
|
||||
|
||||
protected:
|
||||
double _nEndVal;
|
||||
double _endVal;
|
||||
};
|
||||
|
||||
|
||||
// 组合动作
|
||||
class ActionTwo :
|
||||
public ActionBase
|
||||
// 延时动作
|
||||
class Delay :
|
||||
public Action
|
||||
{
|
||||
public:
|
||||
// 创建两个动作的连续动作
|
||||
ActionTwo(
|
||||
ActionBase * pActionFirst, /* 第一个动作 */
|
||||
ActionBase * pActionSecond, /* 第二个动作 */
|
||||
bool bAtSameTime = false /* 同时开始 */
|
||||
// 创建延时动作
|
||||
Delay(
|
||||
double duration /* 延迟时长(秒) */
|
||||
);
|
||||
|
||||
virtual ~ActionTwo();
|
||||
// 获取该动作的拷贝对象
|
||||
virtual Delay * clone() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动作
|
||||
virtual void _init() override;
|
||||
|
||||
// 执行动作
|
||||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
double _delay;
|
||||
};
|
||||
|
||||
|
||||
// 循环动作
|
||||
class Loop :
|
||||
public Action
|
||||
{
|
||||
public:
|
||||
// 创建循环动作
|
||||
Loop(
|
||||
Action * action, /* 执行循环的动作 */
|
||||
int times = -1 /* 循环次数 */
|
||||
);
|
||||
|
||||
virtual ~Loop();
|
||||
|
||||
// 获取该动作的拷贝对象
|
||||
virtual ActionTwo * clone() const override;
|
||||
|
||||
// 获取该动作的倒转
|
||||
virtual ActionTwo * reverse(
|
||||
bool actionReverse = true /* 子动作是否倒转 */
|
||||
) const;
|
||||
virtual Loop * clone() const override;
|
||||
|
||||
// 重置动作
|
||||
virtual void reset() override;
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
virtual void onDestroy() override;
|
||||
|
||||
protected:
|
||||
// 初始化动作
|
||||
|
|
@ -552,68 +428,91 @@ protected:
|
|||
virtual void _resetTime() override;
|
||||
|
||||
protected:
|
||||
ActionBase* _pFirstAction;
|
||||
ActionBase* _pSecondAction;
|
||||
bool _bAtSameTime;
|
||||
Action * _action;
|
||||
int _times;
|
||||
int _totalTimes;
|
||||
};
|
||||
|
||||
|
||||
// 回调动作
|
||||
class CallFunc :
|
||||
public Action
|
||||
{
|
||||
public:
|
||||
// 创建执行函数对象的动作
|
||||
CallFunc(
|
||||
const Function& func /* 函数对象 */
|
||||
);
|
||||
|
||||
// 获取该动作的拷贝对象
|
||||
virtual CallFunc * clone() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动作
|
||||
virtual void _init() override;
|
||||
|
||||
// 执行动作
|
||||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
Function _func;
|
||||
};
|
||||
|
||||
|
||||
// 顺序动作
|
||||
class ActionSequence :
|
||||
public ActionBase
|
||||
class Sequence :
|
||||
public Action
|
||||
{
|
||||
public:
|
||||
// 创建顺序动作
|
||||
ActionSequence();
|
||||
Sequence();
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
// 创建顺序动作
|
||||
ActionSequence(
|
||||
const std::initializer_list<ActionBase*>& vActions /* 动作列表 */
|
||||
Sequence(
|
||||
const std::initializer_list<Action*>& vActions /* 动作列表 */
|
||||
);
|
||||
#else
|
||||
// 创建顺序动作
|
||||
ActionSequence(
|
||||
Sequence(
|
||||
int number, /* 动作数量 */
|
||||
ActionBase * action, /* 第一个动作 */
|
||||
Action * action, /* 第一个动作 */
|
||||
...
|
||||
);
|
||||
#endif
|
||||
|
||||
virtual ~ActionSequence();
|
||||
virtual ~Sequence();
|
||||
|
||||
// 在结尾添加动作
|
||||
void add(
|
||||
ActionBase * action
|
||||
Action * action
|
||||
);
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
// 在结尾添加多个动作
|
||||
void add(
|
||||
const std::initializer_list<ActionBase*>& vActions /* 动作列表 */
|
||||
const std::initializer_list<Action*>& vActions /* 动作列表 */
|
||||
);
|
||||
#else
|
||||
// 在结尾添加多个动作
|
||||
void add(
|
||||
int number, /* 动作数量 */
|
||||
ActionBase * action, /* 第一个动作 */
|
||||
Action * action, /* 第一个动作 */
|
||||
...
|
||||
);
|
||||
#endif
|
||||
|
||||
// 获取该动作的拷贝对象
|
||||
virtual ActionSequence * clone() const override;
|
||||
virtual Sequence * clone() const override;
|
||||
|
||||
// 获取该动作的倒转
|
||||
virtual ActionSequence * reverse(
|
||||
bool actionReverse = true /* 子动作是否倒转 */
|
||||
) const;
|
||||
virtual Sequence * reverse() const;
|
||||
|
||||
// 重置动作
|
||||
virtual void reset() override;
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
virtual void onDestroy() override;
|
||||
|
||||
protected:
|
||||
// 初始化动作
|
||||
|
|
@ -626,57 +525,65 @@ protected:
|
|||
virtual void _resetTime() override;
|
||||
|
||||
protected:
|
||||
UINT _nActionIndex;
|
||||
std::vector<ActionBase*> _vActions;
|
||||
UINT _currIndex;
|
||||
std::vector<Action*> _actions;
|
||||
};
|
||||
|
||||
|
||||
// 延时动作
|
||||
class ActionDelay :
|
||||
public ActionBase
|
||||
// 同步动作
|
||||
class Spawn :
|
||||
public Action
|
||||
{
|
||||
public:
|
||||
// 创建延时动作
|
||||
ActionDelay(
|
||||
double duration /* 延迟时长(秒) */
|
||||
// 创建同步动作
|
||||
Spawn();
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
// 创建同步动作
|
||||
Spawn(
|
||||
const std::initializer_list<Action*>& vActions /* 动作列表 */
|
||||
);
|
||||
#else
|
||||
// 创建同步动作
|
||||
Spawn(
|
||||
int number, /* 动作数量 */
|
||||
Action * action, /* 第一个动作 */
|
||||
...
|
||||
);
|
||||
#endif
|
||||
|
||||
virtual ~Spawn();
|
||||
|
||||
// 在结尾添加动作
|
||||
void add(
|
||||
Action * action
|
||||
);
|
||||
|
||||
// 获取该动作的拷贝对象
|
||||
virtual ActionDelay * clone() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动作
|
||||
virtual void _init() override;
|
||||
|
||||
// 执行动作
|
||||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
double _fDelayTime;
|
||||
};
|
||||
|
||||
|
||||
// 循环动作
|
||||
class ActionLoop :
|
||||
public ActionBase
|
||||
{
|
||||
public:
|
||||
// 创建循环动作
|
||||
ActionLoop(
|
||||
ActionBase * action, /* 执行循环的动作 */
|
||||
int times = -1 /* 循环次数 */
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
// 在结尾添加多个动作
|
||||
void add(
|
||||
const std::initializer_list<Action*>& vActions /* 动作列表 */
|
||||
);
|
||||
|
||||
virtual ~ActionLoop();
|
||||
#else
|
||||
// 在结尾添加多个动作
|
||||
void add(
|
||||
int number, /* 动作数量 */
|
||||
Action * action, /* 第一个动作 */
|
||||
...
|
||||
);
|
||||
#endif
|
||||
|
||||
// 获取该动作的拷贝对象
|
||||
virtual ActionLoop * clone() const override;
|
||||
virtual Spawn * clone() const override;
|
||||
|
||||
// 获取该动作的倒转
|
||||
virtual Spawn * reverse() const;
|
||||
|
||||
// 重置动作
|
||||
virtual void reset() override;
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
virtual void onDestroy() override;
|
||||
|
||||
protected:
|
||||
// 初始化动作
|
||||
|
|
@ -689,15 +596,13 @@ protected:
|
|||
virtual void _resetTime() override;
|
||||
|
||||
protected:
|
||||
ActionBase * _pAction;
|
||||
int _nTimes;
|
||||
int _nTotalTimes;
|
||||
std::vector<Action*> _actions;
|
||||
};
|
||||
|
||||
|
||||
// 帧动画
|
||||
class Animation :
|
||||
public ActionBase
|
||||
public Action
|
||||
{
|
||||
public:
|
||||
// 创建帧动画
|
||||
|
|
@ -772,7 +677,7 @@ public:
|
|||
virtual void reset() override;
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
virtual void onDestroy() override;
|
||||
|
||||
protected:
|
||||
// 初始化动作
|
||||
|
|
@ -782,34 +687,9 @@ protected:
|
|||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
double _fInterval;
|
||||
UINT _nFrameIndex;
|
||||
std::vector<Image*> _vFrames;
|
||||
};
|
||||
|
||||
|
||||
// 回调动作
|
||||
class ActionFunc :
|
||||
public ActionBase
|
||||
{
|
||||
public:
|
||||
// 创建执行函数对象的动作
|
||||
ActionFunc(
|
||||
const Function& func /* 函数对象 */
|
||||
);
|
||||
|
||||
// 获取该动作的拷贝对象
|
||||
virtual ActionFunc * clone() const override;
|
||||
|
||||
protected:
|
||||
// 初始化动作
|
||||
virtual void _init() override;
|
||||
|
||||
// 执行动作
|
||||
virtual void _update() override;
|
||||
|
||||
protected:
|
||||
Function _Callback;
|
||||
double _interval;
|
||||
UINT _frameIndex;
|
||||
std::vector<Image*> _frames;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -590,7 +590,7 @@ public:
|
|||
int getRefCount() const;
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() {}
|
||||
virtual void onDestroy() {}
|
||||
|
||||
private:
|
||||
int _nRefCount;
|
||||
|
|
@ -789,7 +789,7 @@ public:
|
|||
);
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
virtual void onDestroy() override;
|
||||
|
||||
protected:
|
||||
// 渲染场景画面
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ class Input;
|
|||
class Renderer;
|
||||
class Node;
|
||||
class Timer;
|
||||
class ActionBase;
|
||||
class Action;
|
||||
class Music;
|
||||
class Collider;
|
||||
class TransitionBase;
|
||||
|
|
@ -90,12 +90,12 @@ class ActionManager
|
|||
{
|
||||
friend Game;
|
||||
friend Node;
|
||||
friend ActionBase;
|
||||
friend Action;
|
||||
|
||||
public:
|
||||
// 执行动作
|
||||
static void start(
|
||||
ActionBase * action,
|
||||
Action * action,
|
||||
Node * target,
|
||||
bool paused
|
||||
);
|
||||
|
|
@ -125,12 +125,12 @@ public:
|
|||
static void stopAll();
|
||||
|
||||
// 获取所有名称相同的动作
|
||||
static std::vector<ActionBase *> get(
|
||||
static std::vector<Action *> get(
|
||||
const String& strActionName
|
||||
);
|
||||
|
||||
// 获取所有动作
|
||||
static std::vector<ActionBase*> getAll();
|
||||
static std::vector<Action*> getAll();
|
||||
|
||||
private:
|
||||
// 更新动画状态
|
||||
|
|
@ -138,12 +138,12 @@ private:
|
|||
|
||||
// 添加动作
|
||||
static void __add(
|
||||
ActionBase * action
|
||||
Action * action
|
||||
);
|
||||
|
||||
// 删除动作
|
||||
static void __remove(
|
||||
ActionBase * action
|
||||
Action * action
|
||||
);
|
||||
|
||||
// 继续绑定在节点上的所有动作
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ namespace e2d
|
|||
{
|
||||
|
||||
|
||||
class ActionBase;
|
||||
class Action;
|
||||
class TransitionBase;
|
||||
class Collider;
|
||||
class ColliderManager;
|
||||
|
|
@ -366,7 +366,7 @@ public:
|
|||
|
||||
// 执行动画
|
||||
virtual void runAction(
|
||||
ActionBase * action
|
||||
Action * action
|
||||
);
|
||||
|
||||
// 继续动画
|
||||
|
|
@ -385,12 +385,12 @@ public:
|
|||
);
|
||||
|
||||
// 获取名称相同的动画
|
||||
virtual ActionBase * getAction(
|
||||
virtual Action * getAction(
|
||||
const String& strActionName
|
||||
);
|
||||
|
||||
// 获取所有名称相同的动画
|
||||
virtual std::vector<ActionBase*> getActions(
|
||||
virtual std::vector<Action*> getActions(
|
||||
const String& strActionName
|
||||
);
|
||||
|
||||
|
|
@ -415,7 +415,7 @@ public:
|
|||
);
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
virtual void onDestroy() override;
|
||||
|
||||
protected:
|
||||
// 更新节点
|
||||
|
|
@ -442,7 +442,7 @@ protected:
|
|||
void _updateOpacity();
|
||||
|
||||
protected:
|
||||
String _sName;
|
||||
String _name;
|
||||
unsigned _nHashName;
|
||||
float _fPosX;
|
||||
float _fPosY;
|
||||
|
|
@ -548,7 +548,7 @@ public:
|
|||
virtual void onRender() override;
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
virtual void onDestroy() override;
|
||||
|
||||
protected:
|
||||
Image * _pImage;
|
||||
|
|
@ -836,7 +836,7 @@ protected:
|
|||
bool _bEnable;
|
||||
bool _bIsSelected;
|
||||
ButtonState _eBtnState;
|
||||
Function _Callback;
|
||||
Function _func;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -54,7 +54,7 @@ public:
|
|||
bool isDone();
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
virtual void onDestroy() override;
|
||||
|
||||
protected:
|
||||
// 初始化场景动画
|
||||
|
|
@ -81,8 +81,8 @@ protected:
|
|||
protected:
|
||||
bool _bEnd;
|
||||
double _fLast;
|
||||
double _fDuration;
|
||||
double _fRateOfProgress;
|
||||
double _duration;
|
||||
double _delta;
|
||||
Size _WindowSize;
|
||||
Scene * _pPrevScene;
|
||||
Scene * _pNextScene;
|
||||
|
|
|
|||
|
|
@ -197,22 +197,21 @@
|
|||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\core\Action\Action.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionBase.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionFunc.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionDelay.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionMoveBy.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\CallFunc.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\Delay.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\MoveBy.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\Animation.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionMoveTo.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionLoop.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionOpacityBy.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionOpacityTo.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionRotateBy.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionRotateTo.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionScaleBy.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionScaleTo.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionSequence.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionTwo.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\MoveTo.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\Loop.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\OpacityBy.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\OpacityTo.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\RotateBy.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\RotateTo.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ScaleBy.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ScaleTo.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\Sequence.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\ActionGradual.cpp" />
|
||||
<ClCompile Include="..\..\core\Action\Spawn.cpp" />
|
||||
<ClCompile Include="..\..\core\Base\Game.cpp" />
|
||||
<ClCompile Include="..\..\core\Base\Input.cpp" />
|
||||
<ClCompile Include="..\..\core\Base\Renderer.cpp" />
|
||||
|
|
|
|||
|
|
@ -36,45 +36,9 @@
|
|||
<ClCompile Include="..\..\core\Base\Input.cpp">
|
||||
<Filter>Base</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionDelay.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionGradual.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionLoop.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionMoveBy.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionMoveTo.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionOpacityBy.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionOpacityTo.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionRotateBy.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionRotateTo.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionScaleBy.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionScaleTo.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionSequence.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionTwo.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\Animation.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
|
|
@ -162,9 +126,6 @@
|
|||
<ClCompile Include="..\..\core\Manager\InputManager.cpp">
|
||||
<Filter>Manager</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionFunc.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Collider\Collider.cpp">
|
||||
<Filter>Collider</Filter>
|
||||
</ClCompile>
|
||||
|
|
@ -207,18 +168,54 @@
|
|||
<ClCompile Include="..\..\core\Common\Function.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ActionBase.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\Action.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Transition\TransitionBase.cpp">
|
||||
<Filter>Transition</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Transition\Transition.cpp">
|
||||
<Filter>Transition</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\Action.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\Sequence.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ScaleTo.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\ScaleBy.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\RotateTo.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\RotateBy.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\OpacityTo.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\OpacityBy.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\MoveTo.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\MoveBy.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\Loop.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\CallFunc.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\Delay.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Action\Spawn.cpp">
|
||||
<Filter>Action</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\core\easy2d.h" />
|
||||
|
|
|
|||
Loading…
Reference in New Issue