94 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
// Copyright (c) 2016-2018 Easy2D - Nomango
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// 
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// 
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// 
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#include "ActionManager.h"
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#include "logs.h"
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namespace easy2d
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{
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	void ActionManager::UpdateActions(Node* target, Duration const& dt)
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	{
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		if (actions_.IsEmpty())
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			return;
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		spAction next;
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		for (auto action = actions_.First(); action; action = next)
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		{
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			next = action->NextItem();
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			if (action->IsRunning())
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				action->Update(target, dt);
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			if (action->IsDone())
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				actions_.Remove(action);
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		}
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	}
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	void ActionManager::AddAction(spAction const& action)
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	{
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		if (!action)
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			logs::Warningln("Node::RunAction failed, action is nullptr");
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		if (action)
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		{
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			action->Start();
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			actions_.PushBack(Action::ItemType(action));
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		}
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	}
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	void ActionManager::ResumeAllActions()
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	{
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		if (actions_.IsEmpty())
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			return;
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		for (auto& action = actions_.First(); action; action = action->NextItem())
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		{
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			action->Resume();
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		}
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	}
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	void ActionManager::PauseAllActions()
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	{
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		if (actions_.IsEmpty())
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			return;
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		for (auto& action = actions_.First(); action; action = action->NextItem())
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		{
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			action->Pause();
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		}
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	}
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	void ActionManager::StopAllActions()
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	{
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		if (actions_.IsEmpty())
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			return;
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		for (auto& action = actions_.First(); action; action = action->NextItem())
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		{
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			action->Stop();
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		}
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	}
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	const ActionManager::Actions& ActionManager::GetAllActions() const
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	{
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		return actions_;
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	}
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}
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