Magic_Game/core/Manager/EActionManager.cpp

158 lines
3.4 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#include "..\emanagers.h"
#include "..\eactions.h"
#include "..\Win\winbase.h"
static std::vector<e2d::EAction*> s_vActions;
void e2d::EActionManager::addAction(EAction * action)
{
WARN_IF(action == nullptr, "EAction NULL pointer exception!");
if (action)
{
action->start();
action->retain();
s_vActions.push_back(action);
}
}
void e2d::EActionManager::startAllActionsBindedWith(ENode * pTargetNode)
{
if (pTargetNode)
{
for (auto action = s_vActions.begin(); action != s_vActions.end(); action++)
{
if ((*action)->getTarget() == pTargetNode)
{
(*action)->start();
}
}
for (auto child = pTargetNode->getChildren().begin(); child != pTargetNode->getChildren().end(); child++)
{
EActionManager::startAllActionsBindedWith((*child));
}
}
}
void e2d::EActionManager::pauseAllActionsBindedWith(ENode * pTargetNode)
{
if (pTargetNode)
{
for (auto action = s_vActions.begin(); action != s_vActions.end(); action++)
{
if ((*action)->getTarget() == pTargetNode)
{
(*action)->pause();
}
}
for (auto child = pTargetNode->getChildren().begin(); child != pTargetNode->getChildren().end(); child++)
{
EActionManager::pauseAllActionsBindedWith((*child));
}
}
}
void e2d::EActionManager::stopAllActionsBindedWith(ENode * pTargetNode)
{
if (pTargetNode)
{
for (auto action = s_vActions.begin(); action != s_vActions.end(); action++)
{
if ((*action)->getTarget() == pTargetNode)
{
(*action)->stop();
}
}
for (auto child = pTargetNode->getChildren().begin(); child != pTargetNode->getChildren().end(); child++)
{
EActionManager::stopAllActionsBindedWith((*child));
}
}
}
void e2d::EActionManager::_clearAllActionsBindedWith(ENode * pTargetNode)
{
if (pTargetNode)
{
for (size_t i = 0; i < s_vActions.size();)
{
auto a = s_vActions[i];
if (a->getTarget() == pTargetNode)
{
SafeRelease(&a);
s_vActions.erase(s_vActions.begin() + i);
}
else
{
i++;
}
}
}
}
void e2d::EActionManager::startAllActions()
{
for (auto child = EApp::getCurrentScene()->getChildren().begin(); child != EApp::getCurrentScene()->getChildren().end(); child++)
{
EActionManager::startAllActionsBindedWith((*child));
}
}
void e2d::EActionManager::pauseAllActions()
{
for (auto child = EApp::getCurrentScene()->getChildren().begin(); child != EApp::getCurrentScene()->getChildren().end(); child++)
{
EActionManager::pauseAllActionsBindedWith((*child));
}
}
void e2d::EActionManager::stopAllActions()
{
for (auto child = EApp::getCurrentScene()->getChildren().begin(); child != EApp::getCurrentScene()->getChildren().end(); child++)
{
EActionManager::stopAllActionsBindedWith((*child));
}
}
void e2d::EActionManager::_clearManager()
{
s_vActions.clear();
}
void e2d::EActionManager::_resetAllActions()
{
for (auto action = s_vActions.begin(); action != s_vActions.end(); action++)
{
(*action)->_resetTime();
}
}
void e2d::EActionManager::ActionProc()
{
if (s_vActions.empty())
return;
// ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еĶ<D0B5><C4B6><EFBFBD>
for (size_t i = 0; i < s_vActions.size(); i++)
{
auto &action = s_vActions[i];
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
if (action->isRunning() ||
(action->getTarget() && action->getTarget()->getParentScene() == EApp::getCurrentScene()))
{
if (action->_isEnding())
{
// <20><><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
SafeRelease(&action);
s_vActions.erase(s_vActions.begin() + i);
}
else
{
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
action->_update();
}
}
}
}