nomlib
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nom::RepeatForeverAction Class Reference

Repeats an action forever. More...

#include <RepeatForeverAction.hpp>

Inheritance diagram for nom::RepeatForeverAction:
[legend]

Public Types

typedef RepeatForeverAction self_type
typedef IActionObject derived_type
Public Types inherited from nom::IActionObject
enum  FrameState { COMPLETED , PLAYING }
 The update status of the action. More...
typedef IActionObject self_type
typedef std::function< real32(real32, real32, real32, real32)> timing_curve_func
 A function pointer to a timing mode.

Public Member Functions

 RepeatForeverAction (const std::shared_ptr< IActionObject > &action)
 Repeats an action forever.
virtual std::unique_ptr< IActionObject > clone () const override
 Create a deep copy instance of the action.
virtual IActionObject::FrameState next_frame (real32 delta_time) override
 Play the action forward in time by one time step.
virtual IActionObject::FrameState prev_frame (real32 delta_time) override
 Play the action backwards in time by one time step.
virtual void pause (real32 delta_time) override
 Freeze the action's internal state.
virtual void resume (real32 delta_time) override
 Resume the internal state of the action.
virtual void rewind (real32 delta_time) override
 Reset the internal state of the action back to its initial starting values.
virtual void release () override
 Free externally referenced resources held by the action.
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.
Public Member Functions inherited from nom::IActionObject
const std::string & name () const
 Get the unique identifier of the action.
real32 duration () const
 Get the duration of the action.
real32 speed () const
 Get the speed modifier of the action.
const IActionObject::timing_curve_functiming_curve () const
 Get the timing mode function used by the action.
void set_name (const std::string &action_id)
 Set the unique identifier of the action.

Private Member Functions

IActionObject::FrameState update (real32 delta_time, uint32 direction)

Private Attributes

std::shared_ptr< IActionObject > action_
 The child action.
nom::size_type elapsed_repeats_

Static Private Attributes

static const char * DEBUG_CLASS_NAME

Friends

class ActionTest
 Allow access into our private parts for unit testing.

Additional Inherited Members

Protected Member Functions inherited from nom::IActionObject
IActionObject::FrameState status () const
 Get the current state of the action.
void set_duration (real32 seconds)
 Set the duration of the action.
void set_status (FrameState state)
 Set the state of the action.
Protected Attributes inherited from nom::IActionObject
real32 elapsed_frames_ = 0.0f
 Internal frames counter.
Timer timer_
 Internal time clock (milliseconds resolution).

Detailed Description

Repeats an action forever.

...

Remarks
This action is not reversible, but the child action may be. Consult the documentation for the action in question for implementation details.

Definition at line 40 of file RepeatForeverAction.hpp.

Member Typedef Documentation

◆ derived_type

typedef IActionObject nom::RepeatForeverAction::derived_type

Definition at line 47 of file RepeatForeverAction.hpp.

◆ self_type

typedef RepeatForeverAction nom::RepeatForeverAction::self_type

Definition at line 46 of file RepeatForeverAction.hpp.

Constructor & Destructor Documentation

◆ RepeatForeverAction()

nom::RepeatForeverAction::RepeatForeverAction ( const std::shared_ptr< IActionObject > & action)

Repeats an action forever.

Parameters
actionAn action object to repeat; NULL actions are valid.

Member Function Documentation

◆ clone()

virtual std::unique_ptr< IActionObject > nom::RepeatForeverAction::clone ( ) const
overridevirtual

Create a deep copy instance of the action.

Remarks
A cloned instance is created using the action's attributes at the time of construction. External resources of the action – i.e.: nom::Sprite – are not modified, and you may need to reset the state appropriately if the action has been ran previously.

Implements nom::IActionObject.

◆ next_frame()

virtual IActionObject::FrameState nom::RepeatForeverAction::next_frame ( real32 delta_time)
overridevirtual

Play the action forward in time by one time step.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::DispatchQueue

Implements nom::IActionObject.

◆ pause()

virtual void nom::RepeatForeverAction::pause ( real32 delta_time)
overridevirtual

Freeze the action's internal state.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::DispatchQueue

Implements nom::IActionObject.

◆ prev_frame()

virtual IActionObject::FrameState nom::RepeatForeverAction::prev_frame ( real32 delta_time)
overridevirtual

Play the action backwards in time by one time step.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
Remarks
Not all actions are reversible – see the action's documentation for its implementation details.
See also
nom::ReversedAction

Implements nom::IActionObject.

◆ release()

virtual void nom::RepeatForeverAction::release ( )
overridevirtual

Free externally referenced resources held by the action.

Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::RemoveAction

Implements nom::IActionObject.

◆ resume()

virtual void nom::RepeatForeverAction::resume ( real32 delta_time)
overridevirtual

Resume the internal state of the action.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::DispatchQueue

Implements nom::IActionObject.

◆ rewind()

virtual void nom::RepeatForeverAction::rewind ( real32 delta_time)
overridevirtual

Reset the internal state of the action back to its initial starting values.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::RepeatForAction, nom::RepeatForeverAction

Implements nom::IActionObject.

◆ set_speed()

virtual void nom::RepeatForeverAction::set_speed ( real32 speed)
overridevirtual

Set the speed factor of the child action.

Remarks
This has no effect on the parent (this object).

Reimplemented from nom::IActionObject.

◆ set_timing_curve()

virtual void nom::RepeatForeverAction::set_timing_curve ( const IActionObject::timing_curve_func & mode)
overridevirtual

Set the timing mode of the child action.

Remarks
This has no effect on the parent (this object).
See also
nom::IActionObject::timing_curve_func

Reimplemented from nom::IActionObject.

◆ ActionTest

friend class ActionTest
friend

Allow access into our private parts for unit testing.

Definition at line 44 of file RepeatForeverAction.hpp.

Member Data Documentation

◆ action_

std::shared_ptr<IActionObject> nom::RepeatForeverAction::action_
private

The child action.

Definition at line 90 of file RepeatForeverAction.hpp.

◆ DEBUG_CLASS_NAME

const char* nom::RepeatForeverAction::DEBUG_CLASS_NAME
staticprivate

Definition at line 84 of file RepeatForeverAction.hpp.

◆ elapsed_repeats_

nom::size_type nom::RepeatForeverAction::elapsed_repeats_
private

Definition at line 91 of file RepeatForeverAction.hpp.


The documentation for this class was generated from the following file: