125 lines
3.5 KiB
C++
125 lines
3.5 KiB
C++
// Copyright (c) 2016-2018 Easy2D - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "include-forwards.h"
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namespace easy2d
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{
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using ActionCallback = Closure<void()>;
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class ActionManager;
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class E2D_API Action
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: public virtual Object
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, protected IntrusiveListItem<ActionPtr>
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{
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friend class ActionManager;
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friend class ActionGroup;
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friend class IntrusiveList<ActionPtr>;
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public:
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enum class Status
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{
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NotStarted,
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Delayed,
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Started,
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Done,
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Removeable
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};
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Action();
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virtual ~Action();
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// 继续动作
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inline void Resume() { running_ = true; }
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// 暂停动作
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inline void Pause() { running_ = false; }
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// 停止动作
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inline void Stop() { status_ = Status::Removeable; }
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// 设置动作延时
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inline void SetDelay(Duration delay) { delay_ = delay; }
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// 设置循环次数 (-1 为永久循环)
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inline void SetLoops(int loops) { loops_ = loops; }
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// 动作结束时移除目标节点
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inline void RemoveTargetWhenDone() { detach_target_ = true; }
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// 设置动作结束时的回调函数
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inline void SetDoneCallback(ActionCallback const& cb) { cb_done_ = cb; }
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// 设置动作循环结束时的回调函数
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inline void SetLoopDoneCallback(ActionCallback const& cb) { cb_loop_done_ = cb; }
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// 获取动作的拷贝
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virtual ActionPtr Clone() const = 0;
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// 获取动作的倒转
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virtual ActionPtr Reverse() const = 0;
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inline void Done() { status_ = Status::Done; }
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inline Status GetStatus() const { return status_; }
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inline bool IsRunning() const { return running_; }
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inline bool IsDone() const { return status_ == Status::Done || status_ == Status::Removeable; }
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inline bool IsRemoveable() const { return status_ == Status::Removeable; }
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inline int GetLoops() const { return loops_; }
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inline Duration GetDelay() const { return delay_; }
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inline Duration GetElapsed() const { return elapsed_; }
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inline ActionCallback const& GetDoneCallback() const { return cb_done_; }
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inline ActionCallback const& GetLoopDoneCallback() const { return cb_loop_done_; }
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protected:
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virtual void Init(NodePtr const& target) {}
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virtual void Update(NodePtr const& target, Duration dt) {}
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void UpdateStep(NodePtr const& target, Duration dt);
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void Complete(NodePtr const& target);
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void Restart(NodePtr const& target);
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protected:
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Status status_;
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bool running_;
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bool detach_target_;
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int loops_;
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int loops_done_;
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Duration delay_;
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Duration elapsed_;
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ActionCallback cb_done_;
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ActionCallback cb_loop_done_;
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};
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}
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