Magic_Game/Easy2D/Tool/ActionManager.cpp

202 lines
2.9 KiB
C++

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