nomlib
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RepeatForeverAction.hpp
1/******************************************************************************
2
3 nomlib - C++11 cross-platform game engine
4
5Copyright (c) 2013, 2014 Jeffrey Carpenter <i8degrees@gmail.com>
6All rights reserved.
7
8Redistribution and use in source and binary forms, with or without
9modification, are permitted provided that the following conditions are met:
10
111. Redistributions of source code must retain the above copyright notice, this
12 list of conditions and the following disclaimer.
132. Redistributions in binary form must reproduce the above copyright notice,
14 this list of conditions and the following disclaimer in the documentation
15 and/or other materials provided with the distribution.
16
17THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
18ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
21ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
26SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
28******************************************************************************/
29#ifndef NOMLIB_ACTIONS_REPEAT_FOREVER_ACTION_HPP
30#define NOMLIB_ACTIONS_REPEAT_FOREVER_ACTION_HPP
31
32#include <memory>
33
34#include "nomlib/config.hpp"
35#include "nomlib/actions/IActionObject.hpp"
36
37namespace nom {
38
40class RepeatForeverAction: public virtual IActionObject
41{
42 public:
44 friend class ActionTest;
45
46 typedef RepeatForeverAction self_type;
47 typedef IActionObject derived_type;
48
52 RepeatForeverAction(const std::shared_ptr<IActionObject>& action);
53
54 virtual ~RepeatForeverAction();
55
56 virtual std::unique_ptr<IActionObject> clone() const override;
57
58 virtual IActionObject::FrameState next_frame(real32 delta_time) override;
59
60 virtual IActionObject::FrameState prev_frame(real32 delta_time) override;
61
62 virtual void pause(real32 delta_time) override;
63
64 virtual void resume(real32 delta_time) override;
65
66 virtual void rewind(real32 delta_time) override;
67
68 virtual void release() override;
69
73 virtual void set_speed(real32 speed) override;
74
80 virtual void
82
83 private:
84 static const char* DEBUG_CLASS_NAME;
85
87 update(real32 delta_time, uint32 direction);
88
90 std::shared_ptr<IActionObject> action_;
91 nom::size_type elapsed_repeats_;
92};
93
94} // namespace nom
95
96#endif // include guard defined
97
FrameState
The update status of the action.
std::function< real32(real32, real32, real32, real32)> timing_curve_func
A function pointer to a timing mode.
real32 speed() const
Get the speed modifier of the action.
virtual void release() override
Free externally referenced resources held by the action.
virtual void rewind(real32 delta_time) override
Reset the internal state of the action back to its initial starting values.
virtual void set_speed(real32 speed) override
Set the speed factor of the child action.
virtual void set_timing_curve(const IActionObject::timing_curve_func &mode) override
Set the timing mode of the child action.
virtual void resume(real32 delta_time) override
Resume the internal state of the action.
virtual void pause(real32 delta_time) override
Freeze the action's internal state.
virtual IActionObject::FrameState prev_frame(real32 delta_time) override
Play the action backwards in time by one time step.
friend class ActionTest
Allow access into our private parts for unit testing.
virtual IActionObject::FrameState next_frame(real32 delta_time) override
Play the action forward in time by one time step.
virtual std::unique_ptr< IActionObject > clone() const override
Create a deep copy instance of the action.
RepeatForeverAction(const std::shared_ptr< IActionObject > &action)
Repeats an action forever.
std::shared_ptr< IActionObject > action_
The child action.