// Copyright (c) 2016-2018 Easy2D - Nomango // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #pragma once #include "Action.h" namespace easy2d { // 动作组 class E2D_API ActionGroup : public Action { public: using ActionList = IntrusiveList; ActionGroup(); explicit ActionGroup( Array const& actions, bool sequence = true // 按顺序执行或同时执行 ); virtual ~ActionGroup(); // 添加动作 void Add( ActionPtr const& action ); // 添加多个动作 void Add( Array const& actions ); // 获取所有动作 inline ActionList const& GetActions() { return actions_; } // 获取该动作的拷贝对象 ActionPtr Clone() const override; // 获取该动作的倒转 ActionPtr Reverse() const override; protected: // 初始化动作 void Init(NodePtr const& target) override; // 更新动作 void Update(NodePtr const& target, Duration dt) override; protected: bool sequence_; ActionPtr current_; ActionList actions_; }; // 顺序动作 class E2D_API ActionSequence : public ActionGroup { public: E2D_DEPRECATED("ActionSequence is deprecated, use ActionGroup instead") inline ActionSequence() : ActionGroup() {} E2D_DEPRECATED("ActionSequence is deprecated, use ActionGroup instead") inline explicit ActionSequence(Array const& actions) : ActionGroup(actions, true) {} virtual ~ActionSequence() {} }; // 同步动作 class E2D_API ActionSpawn : public ActionGroup { public: E2D_DEPRECATED("ActionSpawn is deprecated, use ActionGroup instead") inline ActionSpawn() : ActionGroup() { sequence_ = false; } E2D_DEPRECATED("ActionSpawn is deprecated, use ActionGroup instead") inline explicit ActionSpawn(Array const& actions) : ActionGroup(actions, false) {} virtual ~ActionSpawn() {} }; }