202 lines
2.9 KiB
C++
202 lines
2.9 KiB
C++
#include "..\easy2d.h"
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#include <assert.h>
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static std::vector<Action*> s_vActions;
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void ActionManager::__exec()
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{
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// 获取当前时间
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static LARGE_INTEGER nNow;
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QueryPerformanceCounter(&nNow);
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// 临时指针
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Action * action;
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// 循环遍历所有正在运行的动作
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for (size_t i = 0; i < s_vActions.size(); i++)
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{
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action = s_vActions[i];
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// 获取动作运行状态
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if (action->isRunning())
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{
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if (action->isEnding())
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{
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// 动作已经结束
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action->release();
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s_vActions.erase(s_vActions.begin() + i);
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}
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else
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{
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// 初始化动作
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if (!action->m_bInit)
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{
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action->_init();
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}
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// 执行动作
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action->_exec(nNow);
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}
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}
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}
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}
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void ActionManager::addAction(Action * action)
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{
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if (action)
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{
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#ifdef _DEBUG
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for (auto a : s_vActions)
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{
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assert(a != action);
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}
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#endif
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action->m_pParentScene = App::getLoadingScene();
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s_vActions.push_back(action);
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}
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}
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void ActionManager::notifyAllSceneActions(Scene * scene)
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{
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for (auto action : s_vActions)
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{
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if (action->m_pParentScene == scene)
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{
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action->notify();
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}
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}
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}
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void ActionManager::waitAllSceneActions(Scene * scene)
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{
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for (auto action : s_vActions)
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{
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if (action->m_pParentScene == scene)
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{
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action->wait();
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}
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}
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}
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void ActionManager::stopAllSceneActions(Scene * scene)
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{
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for (auto action : s_vActions)
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{
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if (action->m_pParentScene == scene)
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{
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action->stop();
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}
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}
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}
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void ActionManager::startAction(Action * action)
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{
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resumeAction(action);
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}
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void ActionManager::resumeAction(Action * action)
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{
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for (auto act : s_vActions)
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{
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if (act == action)
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{
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act->resume();
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}
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}
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}
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void ActionManager::pauseAction(Action * action)
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{
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for (auto act : s_vActions)
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{
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if (act == action)
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{
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act->pause();
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}
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}
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}
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void ActionManager::stopAction(Action * action)
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{
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for (auto act : s_vActions)
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{
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if (act == action)
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{
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act->stop();
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}
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}
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}
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void ActionManager::startSpriteAllActions(Sprite * sprite)
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{
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resumeSpriteAllActions(sprite);
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}
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void ActionManager::resumeSpriteAllActions(Sprite * sprite)
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{
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for (auto action : s_vActions)
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{
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if (action->m_pTargetSprite == sprite)
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{
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action->resume();
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}
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}
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}
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void ActionManager::pauseSpriteAllActions(Sprite * sprite)
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{
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for (auto action : s_vActions)
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{
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if (action->m_pTargetSprite == sprite)
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{
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action->pause();
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}
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}
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}
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void ActionManager::stopSpriteAllActions(Sprite * sprite)
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{
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for (auto action : s_vActions)
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{
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if (action->m_pTargetSprite == sprite)
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{
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action->stop();
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}
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}
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}
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void ActionManager::startAllActions()
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{
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resumeAllActions();
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}
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void ActionManager::resumeAllActions()
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{
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for (auto action : s_vActions)
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{
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action->resume();
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}
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}
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void ActionManager::pauseAllActions()
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{
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for (auto action : s_vActions)
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{
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action->pause();
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}
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}
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void ActionManager::stopAllActions()
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{
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for (auto action : s_vActions)
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{
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action->stop();
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}
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}
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void ActionManager::clearAllActions()
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{
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for (auto action : s_vActions)
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{
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action->autoRelease();
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action->release();
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}
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s_vActions.clear();
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}
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