Magic_Game/src/core/Action.hpp

100 lines
2.5 KiB
C++

// 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 "include-forwards.h"
#include "time.h"
#include "noncopyable.hpp"
#include "intrusive/List.hpp"
namespace easy2d
{
class ActionManager;
class Action
: public Object
, protected intrusive::ListItem<SpAction>
{
friend class ActionManager;
friend class Loop;
friend class Sequence;
friend class Spawn;
friend class intrusive::List<SpAction>;
public:
Action() : running_(false), done_(false), initialized_(false) {}
virtual ~Action() {}
// 获取动作运行状态
virtual bool IsRunning() { return running_; }
// 继续动作
virtual void Resume() { running_ = true; }
// 暂停动作
virtual void Pause() { running_ = false; }
// 停止动作
virtual void Stop() { if (!done_) { done_ = true; if (cb_) cb_(); } }
// 获取动作的拷贝
virtual SpAction Clone() const = 0;
// 获取动作的倒转
virtual SpAction Reverse() const = 0;
// 重置动作
virtual void Reset()
{
initialized_ = false;
done_ = false;
}
// 设置动作结束时的回调函数
void SetCallback(std::function<void()> cb) { cb_ = cb; }
virtual bool IsDone() const { return done_; }
protected:
virtual void Start()
{
running_ = true;
this->Reset();
}
virtual void Init(Node* target) { initialized_ = true; }
virtual void Update(Node* target, Duration const& dt)
{
if (!initialized_)
{
Init(target);
}
}
protected:
bool running_;
bool done_;
bool initialized_;
std::function<void()> cb_;
};
}