Magic_Game/core/base/ActionManager.cpp

94 lines
2.3 KiB
C++

// Copyright (c) 2016-2018 Easy2D - 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 "ActionManager.h"
#include "logs.h"
namespace easy2d
{
void ActionManager::UpdateActions(Node* target, Duration const& dt)
{
if (actions_.IsEmpty())
return;
spAction next;
for (auto action = actions_.First(); action; action = next)
{
next = action->Next();
if (action->IsRunning())
action->Update(target, dt);
if (action->IsDone())
actions_.Remove(action);
}
}
void ActionManager::AddAction(spAction const& action)
{
if (!action)
logs::Warningln("Node::RunAction failed, action is nullptr");
if (action)
{
action->Start();
actions_.Append(action);
}
}
void ActionManager::ResumeAllActions()
{
if (actions_.IsEmpty())
return;
for (auto& action = actions_.First(); action; action = action->Next())
{
action->Resume();
}
}
void ActionManager::PauseAllActions()
{
if (actions_.IsEmpty())
return;
for (auto& action = actions_.First(); action; action = action->Next())
{
action->Pause();
}
}
void ActionManager::StopAllActions()
{
if (actions_.IsEmpty())
return;
for (auto& action = actions_.First(); action; action = action->Next())
{
action->Stop();
}
}
const ActionManager::Actions& ActionManager::GetAllActions() const
{
return actions_;
}
}