// Copyright (c) 2016-2018 Easy2D - Nomango // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #include "..\e2daction.h" easy2d::Spawn::Spawn() { } easy2d::Spawn::Spawn(const Actions& actions) { this->Add(actions); } easy2d::Spawn::~Spawn() { for (auto action : actions_) { SafeRelease(action); } } void easy2d::Spawn::Init() { Action::Init(); if (target_) { for (const auto& action : actions_) { action->target_ = target_; action->Init(); } } } void easy2d::Spawn::Update() { Action::Update(); size_t doneNum = 0; for (const auto& action : actions_) { if (action->IsDone()) { ++doneNum; } else { action->Update(); } } if (doneNum == actions_.size()) { this->Stop(); } } void easy2d::Spawn::Reset() { Action::Reset(); for (const auto& action : actions_) { action->Reset(); } } void easy2d::Spawn::ResetTime() { for (const auto& action : actions_) { action->ResetTime(); } } void easy2d::Spawn::Add(Action * action) { if (action) { actions_.push_back(action); action->Retain(); } } void easy2d::Spawn::Add(const Actions& actions) { for (const auto &action : actions) { this->Add(action); } } easy2d::Spawn * easy2d::Spawn::Clone() const { auto spawn = new Spawn(); for (const auto& action : actions_) { if (action) { spawn->Add(action->Clone()); } } return spawn; } easy2d::Spawn * easy2d::Spawn::Reverse() const { auto spawn = new Spawn(); if (spawn && !actions_.empty()) { std::vector newActions(actions_.size()); for (auto iter = actions_.crbegin(), iterCrend = actions_.crend(); iter != iterCrend; ++iter) { newActions.push_back((*iter)->Reverse()); } spawn->Add(newActions); } return spawn; }