Magic_Game/Kiwano/2d/Action.cpp

103 lines
2.2 KiB
C++

// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Action.h"
#include "Node.h"
namespace kiwano
{
Action::Action()
: running_(true)
, detach_target_(false)
, loops_done_(0)
, loops_(0)
, status_(Status::NotStarted)
{
}
Action::~Action()
{
}
void Action::UpdateStep(NodePtr const& target, Duration dt)
{
elapsed_ += dt;
if (status_ == Status::NotStarted)
{
Init(target);
status_ = delay_.IsZero() ? Status::Started : Status::Delayed;
}
switch (status_)
{
case Status::Delayed:
if (elapsed_ >= delay_)
{
status_ = Status::Started;
}
break;
case Status::Started:
Update(target, dt);
break;
}
if (status_ == Status::Done)
{
if (cb_done_)
cb_done_();
if (detach_target_)
target->RemoveFromParent();
status_ = Status::Removeable;
}
}
void Action::Complete(NodePtr const& target)
{
if (cb_loop_done_)
cb_loop_done_();
if (loops_ >= 0
&& loops_done_ >= loops_)
{
Done();
}
else
{
Init(target); // reinit when a loop is done
}
++loops_done_;
}
void Action::Restart(NodePtr const & target)
{
status_ = Status::NotStarted;
elapsed_ = 0;
loops_done_ = 0;
Init(target);
}
}