Magic_Game/src/kiwano/2d/action/ActionGroup.h

91 lines
2.5 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 <kiwano/2d/action/Action.h>
namespace kiwano
{
KGE_DECLARE_SMART_PTR(ActionGroup);
/**
* \addtogroup Actions
* @{
*/
/// \~chinese
/// @brief 动画组合
class KGE_API ActionGroup : public Action
{
public:
using ActionList = IntrusiveList<ActionPtr>;
ActionGroup();
/// \~chinese
/// @brief 动画组合
/// @param actions 动画集合
/// @param sync 同步执行
explicit ActionGroup(Vector<ActionPtr> const& actions, bool sync = false);
virtual ~ActionGroup();
/// \~chinese
/// @brief 添加动画
/// @param action 动画
void Add(ActionPtr action);
/// \~chinese
/// @brief 添加多个动画
/// @param actions 动画集合
void Add(Vector<ActionPtr> const& actions);
/// \~chinese
/// @brief 获取所有动画
ActionList const& GetActions() const;
/// \~chinese
/// @brief 获取该动画的拷贝对象
ActionPtr Clone() const override;
/// \~chinese
/// @brief 获取该动画的倒转
ActionPtr Reverse() const override;
protected:
void Init(Actor* target) override;
void Update(Actor* target, Duration dt) override;
private:
bool sync_;
ActionPtr current_;
ActionList actions_;
};
/** @} */
inline ActionGroup::ActionList const& ActionGroup::GetActions() const
{
return actions_;
}
} // namespace kiwano