// 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 "ActionCombined.h" #include "base.h" namespace easy2d { //------------------------------------------------------- // Loop //------------------------------------------------------- Loop::Loop(spAction const& action, int times) : action_(action) , times_(0) , total_times_(times) { E2D_WARNING_IF(!action, "Loop NULL pointer exception!"); action_ = action; } Loop::~Loop() { } spAction Loop::Clone() const { if (action_) { return new (std::nothrow) Loop(action_->Clone()); } else { return nullptr; } } spAction Loop::Reverse() const { if (action_) { return new (std::nothrow) Loop(action_->Clone()); } else { return nullptr; } } void Loop::Init(Node* target) { Action::Init(target); if (action_) { action_->Init(target); } } void Loop::Update(Node* target) { Action::Update(target); if (times_ == total_times_) { this->Stop(); return; } if (action_) { action_->Update(target); if (action_->IsDone()) { ++times_; Action::Reset(); action_->Reset(); } } else { this->Stop(); } } void Loop::Reset() { Action::Reset(); if (action_) action_->Reset(); times_ = 0; } void Loop::ResetTime() { if (action_) action_->ResetTime(); } //------------------------------------------------------- // Sequence //------------------------------------------------------- Sequence::Sequence() : action_index_(0) { } Sequence::Sequence(const Actions& actions) : action_index_(0) { this->Add(actions); } Sequence::~Sequence() { } void Sequence::Init(Node* target) { Action::Init(target); actions_[0]->Init(target); } void Sequence::Update(Node* target) { Action::Update(target); auto &action = actions_[action_index_]; action->Update(target); if (action->IsDone()) { ++action_index_; if (action_index_ == actions_.size()) { this->Stop(); } else { actions_[action_index_]->Init(target); } } } void Sequence::Reset() { Action::Reset(); for (const auto& action : actions_) { action->Reset(); } action_index_ = 0; } void Sequence::ResetTime() { for (const auto& action : actions_) { action->ResetTime(); } } void Sequence::Add(spAction const& action) { if (action) { actions_.push_back(action); } } void Sequence::Add(const Actions& actions) { for (const auto &action : actions) { this->Add(action); } } spAction Sequence::Clone() const { auto sequence = new (std::nothrow) Sequence(); if (sequence) { for (const auto& action : actions_) { if (action) { sequence->Add(action->Clone()); } } } return sequence; } spAction Sequence::Reverse() const { auto sequence = new (std::nothrow) Sequence(); if (sequence && !actions_.empty()) { for (auto iter = actions_.crbegin(), crend = actions_.crend(); iter != crend; ++iter) { if (*iter) sequence->Add((*iter)->Reverse()); } } return sequence; } //------------------------------------------------------- // Spawn //------------------------------------------------------- Spawn::Spawn() { } Spawn::Spawn(const Actions& actions) { this->Add(actions); } Spawn::~Spawn() { } void Spawn::Init(Node* target) { Action::Init(target); if (target) { for (const auto& action : actions_) { action->Init(target); } } } void Spawn::Update(Node* target) { Action::Update(target); size_t done_num = 0; for (const auto& action : actions_) { if (action->IsDone()) { ++done_num; } else { action->Update(target); } } if (done_num == actions_.size()) { this->Stop(); } } void Spawn::Reset() { Action::Reset(); for (const auto& action : actions_) { action->Reset(); } } void Spawn::ResetTime() { for (const auto& action : actions_) { action->ResetTime(); } } void Spawn::Add(spAction const& action) { if (action) { actions_.push_back(action); } } void Spawn::Add(const Actions& actions) { for (const auto &action : actions) { this->Add(action); } } spAction Spawn::Clone() const { auto spawn = new (std::nothrow) Spawn(); if (spawn) { for (const auto& action : actions_) { if (action) { spawn->Add(action->Clone()); } } } return spawn; } spAction Spawn::Reverse() const { auto spawn = new (std::nothrow) Spawn(); if (spawn && !actions_.empty()) { for (auto iter = actions_.crbegin(), crend = actions_.crend(); iter != crend; ++iter) { if (*iter) spawn->Add((*iter)->Reverse()); } } return spawn; } }