Magic_Game/Easy2D/Action/ActionSequence.cpp

104 lines
1.6 KiB
C++

#include "..\easy2d.h"
#include <stdarg.h>
ActionSequence::ActionSequence() :
m_nActionIndex(0)
{
}
ActionSequence::ActionSequence(int number, Action * action1, ...) :
m_nActionIndex(0)
{
va_list params;
va_start(params, number);
while (number > 0)
{
this->addAction(va_arg(params, Action*));
number--;
}
va_end(params);
}
ActionSequence::~ActionSequence()
{
for (auto action : m_vActions)
{
SafeRelease(action);
}
}
void ActionSequence::_init()
{
for (auto action : m_vActions)
{
action->m_pParent = m_pParent;
}
m_vActions[0]->_init();
}
bool ActionSequence::_exec(LARGE_INTEGER nNow)
{
if (m_bStop) return true;
if (!m_bRunning) return false;
if (m_vActions[m_nActionIndex]->_exec(nNow))
{
m_nActionIndex++;
if (m_nActionIndex == m_vActions.size())
{
return true;
}
else
{
m_vActions[m_nActionIndex]->_init();
}
}
return false;
}
void ActionSequence::_reset()
{
for (auto action : m_vActions)
{
action->_reset();
}
m_vActions[0]->_init();
m_nActionIndex = 0;
}
void ActionSequence::addAction(Action * action)
{
m_vActions.push_back(action);
action->retain();
}
ActionSequence * ActionSequence::copy() const
{
auto a = new ActionSequence();
for (auto action : m_vActions)
{
a->addAction(action->copy());
}
return a;
}
ActionSequence * ActionSequence::reverse(bool actionReverse) const
{
auto a = new ActionSequence();
for (auto action : a->m_vActions)
{
if (actionReverse)
{
a->addAction(action->reverse());
}
else
{
a->addAction(action->copy());
}
}
// ½«¶¯×÷˳ÐòÄæÐòÅÅÁÐ
a->m_vActions.reserve(m_vActions.size());
return a;
}