Extra2D/Extra2D/include/action/action_interval_actions.h

470 lines
11 KiB
C++

#pragma once
#include <action/action_interval.h>
#include <core/math_types.h>
#include <core/color.h>
#include <functional>
#include <vector>
namespace extra2d {
// ============================================================================
// 移动动作
// ============================================================================
/**
* @brief 相对移动动作
*/
class MoveBy : public ActionInterval {
public:
static MoveBy* create(float duration, const Vec2& delta);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
Vec2 delta_;
Vec2 startPosition_;
};
/**
* @brief 绝对移动动作
*/
class MoveTo : public ActionInterval {
public:
static MoveTo* create(float duration, const Vec2& position);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
Vec2 endPosition_;
Vec2 startPosition_;
Vec2 delta_;
};
// ============================================================================
// 跳跃动作
// ============================================================================
/**
* @brief 相对跳跃动作
*/
class JumpBy : public ActionInterval {
public:
static JumpBy* create(float duration, const Vec2& position, float height, int jumps);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
Vec2 startPosition_;
Vec2 delta_;
float height_ = 0.0f;
int jumps_ = 1;
};
/**
* @brief 绝对跳跃动作
*/
class JumpTo : public JumpBy {
public:
static JumpTo* create(float duration, const Vec2& position, float height, int jumps);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
Vec2 endPosition_;
};
// ============================================================================
// 贝塞尔曲线动作
// ============================================================================
/**
* @brief 贝塞尔曲线配置
*/
struct BezierConfig {
Vec2 controlPoint1;
Vec2 controlPoint2;
Vec2 endPosition;
};
/**
* @brief 相对贝塞尔曲线动作
*/
class BezierBy : public ActionInterval {
public:
static BezierBy* create(float duration, const BezierConfig& config);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
static float bezierat(float a, float b, float c, float d, float t);
BezierConfig config_;
Vec2 startPosition_;
};
/**
* @brief 绝对贝塞尔曲线动作
*/
class BezierTo : public BezierBy {
public:
static BezierTo* create(float duration, const BezierConfig& config);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
BezierConfig originalConfig_;
};
// ============================================================================
// 缩放动作
// ============================================================================
/**
* @brief 相对缩放动作
*/
class ScaleBy : public ActionInterval {
public:
static ScaleBy* create(float duration, float scale);
static ScaleBy* create(float duration, float scaleX, float scaleY);
static ScaleBy* create(float duration, const Vec2& scale);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
Vec2 deltaScale_;
Vec2 startScale_;
};
/**
* @brief 绝对缩放动作
*/
class ScaleTo : public ActionInterval {
public:
static ScaleTo* create(float duration, float scale);
static ScaleTo* create(float duration, float scaleX, float scaleY);
static ScaleTo* create(float duration, const Vec2& scale);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
Vec2 endScale_;
Vec2 startScale_;
Vec2 delta_;
};
// ============================================================================
// 旋转动作
// ============================================================================
/**
* @brief 相对旋转动作
*/
class RotateBy : public ActionInterval {
public:
static RotateBy* create(float duration, float deltaAngle);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
float deltaAngle_ = 0.0f;
float startAngle_ = 0.0f;
};
/**
* @brief 绝对旋转动作
*/
class RotateTo : public ActionInterval {
public:
static RotateTo* create(float duration, float angle);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
float endAngle_ = 0.0f;
float startAngle_ = 0.0f;
float deltaAngle_ = 0.0f;
};
// ============================================================================
// 淡入淡出动作
// ============================================================================
/**
* @brief 淡入动作
*/
class FadeIn : public ActionInterval {
public:
static FadeIn* create(float duration);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
float startOpacity_ = 0.0f;
};
/**
* @brief 淡出动作
*/
class FadeOut : public ActionInterval {
public:
static FadeOut* create(float duration);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
float startOpacity_ = 0.0f;
};
/**
* @brief 淡入到指定透明度动作
*/
class FadeTo : public ActionInterval {
public:
static FadeTo* create(float duration, float opacity);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
float endOpacity_ = 0.0f;
float startOpacity_ = 0.0f;
float deltaOpacity_ = 0.0f;
};
// ============================================================================
// 闪烁动作
// ============================================================================
/**
* @brief 闪烁动作
*/
class Blink : public ActionInterval {
public:
static Blink* create(float duration, int times);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
int times_ = 1;
int currentTimes_ = 0;
bool originalVisible_ = true;
};
// ============================================================================
// 色调动作
// ============================================================================
/**
* @brief 色调变化动作
*/
class TintTo : public ActionInterval {
public:
static TintTo* create(float duration, uint8_t red, uint8_t green, uint8_t blue);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
Color3B startColor_;
Color3B endColor_;
Color3B deltaColor_;
};
/**
* @brief 相对色调变化动作
*/
class TintBy : public ActionInterval {
public:
static TintBy* create(float duration, int16_t deltaRed, int16_t deltaGreen, int16_t deltaBlue);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
Color3B startColor_;
int16_t deltaR_ = 0;
int16_t deltaG_ = 0;
int16_t deltaB_ = 0;
};
// ============================================================================
// 组合动作
// ============================================================================
/**
* @brief 序列动作
*/
class Sequence : public ActionInterval {
public:
static Sequence* create(ActionInterval* action1, ...);
static Sequence* create(const std::vector<ActionInterval*>& actions);
~Sequence();
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
std::vector<ActionInterval*> actions_;
size_t currentIndex_ = 0;
float split_ = 0.0f;
float last_ = -1.0f;
};
/**
* @brief 并行动作
*/
class Spawn : public ActionInterval {
public:
static Spawn* create(ActionInterval* action1, ...);
static Spawn* create(const std::vector<ActionInterval*>& actions);
~Spawn();
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
std::vector<ActionInterval*> actions_;
};
/**
* @brief 重复动作
*/
class Repeat : public ActionInterval {
public:
static Repeat* create(ActionInterval* action, int times);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
bool isDone() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
ActionInterval* innerAction_ = nullptr;
int times_ = 1;
int currentTimes_ = 0;
};
/**
* @brief 永久重复动作
*/
class RepeatForever : public ActionInterval {
public:
static RepeatForever* create(ActionInterval* action);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
bool isDone() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
ActionInterval* innerAction_ = nullptr;
};
/**
* @brief 延时动作
*/
class DelayTime : public ActionInterval {
public:
static DelayTime* create(float duration);
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onUpdate(float progress) override {}
};
/**
* @brief 反向时间动作
*/
class ReverseTime : public ActionInterval {
public:
static ReverseTime* create(ActionInterval* action);
~ReverseTime();
ActionInterval* clone() const override;
ActionInterval* reverse() const override;
protected:
void onStart() override;
void onUpdate(float progress) override;
ActionInterval* innerAction_ = nullptr;
};
} // namespace extra2d