mirror of https://github.com/axmolengine/axmol.git
225 lines
7.5 KiB
C++
225 lines
7.5 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Valentin Milea
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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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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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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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****************************************************************************/
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#ifndef __ACTION_CCACTION_MANAGER_H__
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#define __ACTION_CCACTION_MANAGER_H__
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#include "2d/Action.h"
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#include "base/Vector.h"
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#include "base/Object.h"
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NS_AX_BEGIN
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struct ActionHandle
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{
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Vector<Action*> actions;
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int actionIndex;
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Action* currentAction;
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bool currentActionSalvaged;
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bool paused;
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};
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/**
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* @addtogroup actions
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* @{
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*/
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/** @class ActionManager
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@brief ActionManager is a singleton that manages all the actions.
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Normally you won't need to use this singleton directly. 99% of the cases you will use the Node interface,
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which uses this singleton.
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But there are some cases where you might need to use this singleton.
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Examples:
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- When you want to run an action where the target is different from a Node.
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- When you want to pause / resume the actions.
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@since v0.8
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*/
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class AX_DLL ActionManager : public Object
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{
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public:
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/**
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* @js ctor
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*/
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ActionManager();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ActionManager();
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// actions
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/** Adds an action with a target.
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If the target is already present, then the action will be added to the existing target.
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If the target is not present, a new instance of this target will be created either paused or not, and the action
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will be added to the newly created target. When the target is paused, the queued actions won't be 'ticked'.
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*
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* @param action A certain action.
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* @param target The target which need to be added an action.
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* @param paused Is the target paused or not.
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*/
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virtual void addAction(Action* action, Node* target, bool paused);
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/** Removes all actions from all the targets.
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*/
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virtual void removeAllActions();
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/** Removes all actions from a certain target.
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All the actions that belongs to the target will be removed.
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*
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* @param target A certain target.
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*/
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virtual void removeAllActionsFromTarget(Node* target);
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/** Removes an action given an action reference.
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*
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* @param action A certain target.
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*/
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virtual void removeAction(Action* action);
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/** Removes an action given its tag and the target.
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*
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* @param tag The action's tag.
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* @param target A certain target.
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*/
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virtual void removeActionByTag(int tag, Node* target);
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/** Removes all actions given its tag and the target.
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*
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* @param tag The actions' tag.
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* @param target A certain target.
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* @js NA
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*/
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virtual void removeAllActionsByTag(int tag, Node* target);
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/** Removes all actions matching at least one bit in flags and the target.
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*
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* @param flags The flag field to match the actions' flags based on bitwise AND.
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* @param target A certain target.
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* @js NA
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*/
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virtual void removeActionsByFlags(unsigned int flags, Node* target);
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/** Gets an action given its tag an a target.
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*
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* @param tag The action's tag.
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* @param target A certain target.
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* @return The Action the with the given tag.
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*/
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virtual Action* getActionByTag(int tag, const Node* target) const;
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/** Returns the numbers of actions that are running in a certain target.
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* Composable actions are counted as 1 action. Example:
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* - If you are running 1 Sequence of 7 actions, it will return 1.
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* - If you are running 7 Sequences of 2 actions, it will return 7.
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*
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* @param target A certain target.
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* @return The numbers of actions that are running in a certain target.
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* @js NA
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*/
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virtual ssize_t getNumberOfRunningActionsInTarget(const Node* target) const;
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/** Returns the numbers of actions that are running in all targets.
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* @return The numbers of actions that are running in all target.
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* @js NA
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*/
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virtual ssize_t getNumberOfRunningActions() const;
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/** Returns the numbers of actions that are running in a
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* certain target with a specific tag.
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* Like getNumberOfRunningActionsInTarget Composable actions
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* are counted as 1 action. Example:
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* - If you are running 1 Sequence of 7 actions, it will return 1.
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* - If you are running 7 Sequences of 2 actions, it will return 7.
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*
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* @param target A certain target.
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* @param tag Tag that will be searched.
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* @return The numbers of actions that are running in a certain target
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* with a specific tag.
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* @see getNumberOfRunningActionsInTarget
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* @js NA
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*/
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virtual size_t getNumberOfRunningActionsInTargetByTag(const Node* target, int tag);
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/** Pauses the target: all running actions and newly added actions will be paused.
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*
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* @param target A certain target.
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*/
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virtual void pauseTarget(Node* target);
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/** Resumes the target. All queued actions will be resumed.
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*
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* @param target A certain target.
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*/
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virtual void resumeTarget(Node* target);
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/** Pauses all running actions, returning a list of targets whose actions were paused.
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*
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* @return A list of targets whose actions were paused.
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*/
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virtual Vector<Node*> pauseAllRunningActions();
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/** Resume a set of targets (convenience function to reverse a pauseAllRunningActions call).
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*
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* @param targetsToResume A set of targets need to be resumed.
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*/
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virtual void resumeTargets(const Vector<Node*>& targetsToResume);
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/** Main loop of ActionManager.
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* @param dt In seconds.
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*/
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virtual void update(float dt);
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protected:
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// declared in ActionManager.m
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void removeTargetActionHandle(std::unordered_map<Node*, ActionHandle>::iterator& actionIt);
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void removeActionAtIndex(ssize_t index,
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ActionHandle& element,
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std::unordered_map<Node*, ActionHandle>::iterator actionIt);
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void reserveActionCapacity(ActionHandle& element);
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void eraseTargetActionHandle(std::unordered_map<Node*, ActionHandle>::iterator& actionIt);
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protected:
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std::unordered_map<Node*, ActionHandle> _targets;
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ActionHandle* _currentTarget;
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bool _currentTargetSalvaged;
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};
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// end of actions group
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/// @}
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NS_AX_END
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#endif // __ACTION_CCACTION_MANAGER_H__
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