Magic_Game/Kiwano/2d/ActionManager.cpp

105 lines
2.7 KiB
C++

// Copyright (c) 2016-2018 Kiwano - 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 "ActionManager.h"
#include "Node.h"
#include "../base/logs.h"
namespace kiwano
{
void ActionManager::UpdateActions(NodePtr target, Duration dt)
{
if (actions_.IsEmpty() || !target)
return;
ActionPtr next;
for (auto action = actions_.First(); action; action = next)
{
next = action->NextItem();
if (action->IsRunning())
action->UpdateStep(target, dt);
if (action->IsRemoveable())
actions_.Remove(action);
}
}
ActionPtr ActionManager::AddAction(ActionPtr action)
{
KGE_ASSERT(action && "AddAction failed, NULL pointer exception");
if (action)
{
actions_.PushBack(action);
}
return action;
}
ActionPtr ActionManager::GetAction(String const & name)
{
if (actions_.IsEmpty())
return nullptr;
for (auto action = actions_.First().Get(); action; action = action->NextItem().Get())
if (action->IsName(name))
return action;
return nullptr;
}
void ActionManager::ResumeAllActions()
{
if (actions_.IsEmpty())
return;
for (auto action = actions_.First().Get(); action; action = action->NextItem().Get())
{
action->Resume();
}
}
void ActionManager::PauseAllActions()
{
if (actions_.IsEmpty())
return;
for (auto action = actions_.First().Get(); action; action = action->NextItem().Get())
{
action->Pause();
}
}
void ActionManager::StopAllActions()
{
if (actions_.IsEmpty())
return;
for (auto action = actions_.First().Get(); action; action = action->NextItem().Get())
{
action->Stop();
}
}
const ActionManager::Actions& ActionManager::GetAllActions() const
{
return actions_;
}
}