// 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(Action * action, int times) : action_(action) , times_(0) , total_times_(times) { E2D_WARNING_IF(action == nullptr, "Loop NULL pointer exception!"); if (action) { action_ = action; action_->Retain(); } } Loop::~Loop() { SafeRelease(action_); } Loop * Loop::Clone() const { if (action_) { return new Loop(action_->Clone()); } else { return nullptr; } } Loop * Loop::Reverse() const { if (action_) { return new Loop(action_->Clone()); } else { return nullptr; } } void Loop::Initialize() { Action::Initialize(); if (action_) { action_->target_ = target_; action_->Initialize(); } } void Loop::Update() { Action::Update(); if (times_ == total_times_) { this->Stop(); return; } if (action_) { action_->Update(); 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() { for (auto action : actions_) { SafeRelease(action); } } void Sequence::Initialize() { Action::Initialize(); // 将所有动作与目标绑定 if (target_) { for (const auto& action : actions_) { action->target_ = target_; } } // 初始化第一个动作 actions_[0]->Initialize(); } void Sequence::Update() { Action::Update(); auto &action = actions_[action_index_]; action->Update(); if (action->IsDone()) { ++action_index_; if (action_index_ == actions_.size()) { this->Stop(); } else { actions_[action_index_]->Initialize(); } } } 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(Action * action) { if (action) { actions_.push_back(action); action->Retain(); } } void Sequence::Add(const Actions& actions) { for (const auto &action : actions) { this->Add(action); } } Sequence * Sequence::Clone() const { auto sequence = new Sequence(); for (const auto& action : actions_) { if (action) { sequence->Add(action->Clone()); } } return sequence; } Sequence * Sequence::Reverse() const { auto sequence = new Sequence(); if (sequence && !actions_.empty()) { std::vector newActions(actions_.size()); for (auto iter = actions_.crbegin(), iterCrend = actions_.crend(); iter != iterCrend; ++iter) { newActions.push_back((*iter)->Reverse()); } sequence->Add(newActions); } return sequence; } //------------------------------------------------------- // Spawn //------------------------------------------------------- Spawn::Spawn() { } Spawn::Spawn(const Actions& actions) { this->Add(actions); } Spawn::~Spawn() { for (auto action : actions_) { SafeRelease(action); } } void Spawn::Initialize() { Action::Initialize(); if (target_) { for (const auto& action : actions_) { action->target_ = target_; action->Initialize(); } } } void Spawn::Update() { Action::Update(); size_t done_num = 0; for (const auto& action : actions_) { if (action->IsDone()) { ++done_num; } else { action->Update(); } } 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(Action * action) { if (action) { actions_.push_back(action); action->Retain(); } } void Spawn::Add(const Actions& actions) { for (const auto &action : actions) { this->Add(action); } } Spawn * Spawn::Clone() const { auto spawn = new Spawn(); for (const auto& action : actions_) { if (action) { spawn->Add(action->Clone()); } } return spawn; } Spawn * 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; } }