Magic_Game/kiwano/2d/Action.h

125 lines
3.5 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.
#pragma once
#include "include-forwards.h"
namespace kiwano
{
using ActionCallback = Closure<void()>;
class ActionManager;
class KGE_API Action
: public Object
, protected IntrusiveListItem<ActionPtr>
{
friend class ActionManager;
friend class ActionGroup;
friend class IntrusiveList<ActionPtr>;
public:
enum class Status
{
NotStarted,
Delayed,
Started,
Done,
Removeable
};
Action();
virtual ~Action();
// 继续动作
inline void Resume() { running_ = true; }
// 暂停动作
inline void Pause() { running_ = false; }
// 停止动作
inline void Stop() { status_ = Status::Removeable; }
// 设置动作延时
inline void SetDelay(Duration delay) { delay_ = delay; }
// 设置循环次数 (-1 为永久循环)
inline void SetLoops(int loops) { loops_ = loops; }
// 动作结束时移除目标节点
inline void RemoveTargetWhenDone() { detach_target_ = true; }
// 设置动作结束时的回调函数
inline void SetDoneCallback(ActionCallback const& cb) { cb_done_ = cb; }
// 设置动作循环结束时的回调函数
inline void SetLoopDoneCallback(ActionCallback const& cb) { cb_loop_done_ = cb; }
// 获取动作的拷贝
virtual ActionPtr Clone() const = 0;
// 获取动作的倒转
virtual ActionPtr Reverse() const = 0;
inline void Done() { status_ = Status::Done; }
inline Status GetStatus() const { return status_; }
inline bool IsRunning() const { return running_; }
inline bool IsDone() const { return status_ == Status::Done || status_ == Status::Removeable; }
inline bool IsRemoveable() const { return status_ == Status::Removeable; }
inline int GetLoops() const { return loops_; }
inline Duration GetDelay() const { return delay_; }
inline Duration GetElapsed() const { return elapsed_; }
inline ActionCallback GetDoneCallback() const { return cb_done_; }
inline ActionCallback GetLoopDoneCallback() const { return cb_loop_done_; }
protected:
virtual void Init(NodePtr target);
virtual void Update(NodePtr target, Duration dt);
void UpdateStep(NodePtr target, Duration dt);
void Complete(NodePtr target);
void Restart(NodePtr target);
protected:
Status status_;
bool running_;
bool detach_target_;
int loops_;
int loops_done_;
Duration delay_;
Duration elapsed_;
ActionCallback cb_done_;
ActionCallback cb_loop_done_;
};
}