Magic_Game/easy2d/2d/ActionGroup.cpp

147 lines
3.2 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.
#include "ActionGroup.h"
#include "../base/logs.h"
namespace easy2d
{
//-------------------------------------------------------
// ActionGroup
//-------------------------------------------------------
ActionGroup::ActionGroup()
: sequence_(true)
{
}
ActionGroup::ActionGroup(Array<ActionPtr> const& actions, bool sequence)
: sequence_(sequence)
{
this->Add(actions);
}
ActionGroup::~ActionGroup()
{
}
void ActionGroup::Init(NodePtr const& target)
{
if (actions_.IsEmpty())
{
Done();
return;
}
current_ = actions_.First();
current_->Restart(target); // init first action
if (!sequence_)
{
// init all actions
for (; current_; current_ = current_->NextItem())
{
current_->Restart(target);
}
}
}
void ActionGroup::Update(NodePtr const& target, Duration dt)
{
if (sequence_)
{
if (current_)
{
current_->UpdateStep(target, dt);
if (current_->IsDone())
{
current_ = current_->NextItem();
if (current_)
current_->Restart(target); // init next action
else
Complete(target);
}
}
}
else
{
bool done = true;
for (current_ = actions_.First(); current_; current_ = current_->NextItem())
{
if (!current_->IsDone())
{
done = false;
current_->UpdateStep(target, dt);
}
}
if (done)
{
Complete(target);
}
}
}
void ActionGroup::Add(ActionPtr const& action)
{
if (action)
{
actions_.PushBack(action);
}
}
void ActionGroup::Add(Array<ActionPtr> const& actions)
{
for (const auto& action : actions)
Add(action);
}
ActionPtr ActionGroup::Clone() const
{
auto group = new (std::nothrow) ActionGroup();
if (group)
{
for (auto action = actions_.First(); action; action = action->NextItem())
{
if (action)
{
group->Add(action->Clone());
}
}
}
return group;
}
ActionPtr ActionGroup::Reverse() const
{
auto group = new (std::nothrow) ActionGroup();
if (group && !actions_.IsEmpty())
{
for (auto action = actions_.Last(); action; action = action->PrevItem())
{
group->Add(action->Reverse());
}
}
return group;
}
}