mirror of
https://github.com/SpartanJ/eepp.git
synced 2026-06-04 20:46:29 +03:00
Added Scene Actions: Enable, Disable, Visible.
Removed all the start[ActionName] functions in UINode in favor of using runAction. --HG-- branch : dev-stateful-drawable
This commit is contained in:
@@ -1,17 +1,7 @@
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#ifndef EEPP_SCENE_HPP
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#define EEPP_SCENE_HPP
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#include <eepp/scene/actions/actioninterpolation1d.hpp>
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#include <eepp/scene/actions/actioninterpolation2d.hpp>
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#include <eepp/scene/actions/move.hpp>
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#include <eepp/scene/actions/rotate.hpp>
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#include <eepp/scene/actions/scale.hpp>
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#include <eepp/scene/actions/fade.hpp>
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#include <eepp/scene/actions/marginmove.hpp>
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#include <eepp/scene/actions/sequence.hpp>
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#include <eepp/scene/actions/spawn.hpp>
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#include <eepp/scene/actions/delay.hpp>
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#include <eepp/scene/actions/close.hpp>
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#include <eepp/scene/actions/actions.hpp>
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#include <eepp/scene/action.hpp>
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#include <eepp/scene/actionmanager.hpp>
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#include <eepp/scene/event.hpp>
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19
include/eepp/scene/actions/actions.hpp
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include/eepp/scene/actions/actions.hpp
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#ifndef EE_SCENE_ACTIONS_HPP
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#define EE_SCENE_ACTIONS_HPP
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#include <eepp/scene/actions/actioninterpolation1d.hpp>
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#include <eepp/scene/actions/actioninterpolation2d.hpp>
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#include <eepp/scene/actions/move.hpp>
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#include <eepp/scene/actions/rotate.hpp>
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#include <eepp/scene/actions/scale.hpp>
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#include <eepp/scene/actions/fade.hpp>
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#include <eepp/scene/actions/marginmove.hpp>
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#include <eepp/scene/actions/sequence.hpp>
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#include <eepp/scene/actions/spawn.hpp>
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#include <eepp/scene/actions/delay.hpp>
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#include <eepp/scene/actions/close.hpp>
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#include <eepp/scene/actions/disable.hpp>
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#include <eepp/scene/actions/visible.hpp>
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#endif
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@@ -7,7 +7,7 @@ namespace EE { namespace Scene { namespace Actions {
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class EE_API Close : public Delay {
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public:
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static Close * New( const Time& time );
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static Close * New( const Time& time = Seconds(0) );
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void update( const Time& time ) override;
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@@ -16,7 +16,7 @@ class EE_API Close : public Delay {
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Action * reverse() const override;
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protected:
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Close( const Time& time );
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explicit Close( const Time& time );
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void onStart() override;
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20
include/eepp/scene/actions/disable.hpp
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20
include/eepp/scene/actions/disable.hpp
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@@ -0,0 +1,20 @@
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#ifndef EE_SCENE_ACTION_DISABLE_HPP
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#define EE_SCENE_ACTION_DISABLE_HPP
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#include <eepp/scene/actions/enable.hpp>
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namespace EE { namespace Scene { namespace Actions {
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class EE_API Disable : public Enable {
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public:
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static Disable * New( const Time& time = Seconds(0) );
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Action * clone() const override;
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protected:
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explicit Disable( const Time& time );
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};
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}}}
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#endif
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31
include/eepp/scene/actions/enable.hpp
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31
include/eepp/scene/actions/enable.hpp
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@@ -0,0 +1,31 @@
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#ifndef EE_SCENE_ACTION_ENABLE_HPP
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#define EE_SCENE_ACTION_ENABLE_HPP
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#include <eepp/scene/actions/delay.hpp>
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namespace EE { namespace Scene { namespace Actions {
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class EE_API Enable : public Delay {
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public:
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static Enable * New( const Time& time = Seconds(0) );
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static Enable * New( bool enable, const Time& time = Seconds(0) );
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void update( const Time& time ) override;
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Action * clone() const override;
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Action * reverse() const override;
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protected:
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bool mEnable;
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explicit Enable( bool enable, const Time& time );
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void onStart() override;
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};
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}}}
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#endif
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29
include/eepp/scene/actions/visible.hpp
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29
include/eepp/scene/actions/visible.hpp
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@@ -0,0 +1,29 @@
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#ifndef EE_SCENE_ACTION_VISIBLE_HPP
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#define EE_SCENE_ACTION_VISIBLE_HPP
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#include <eepp/scene/actions/delay.hpp>
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namespace EE { namespace Scene { namespace Actions {
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class EE_API Visible : public Delay {
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public:
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static Visible * New( bool visible, const Time& time = Seconds(0) );
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void update( const Time& time ) override;
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Action * clone() const override;
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Action * reverse() const override;
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protected:
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bool mVisible;
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explicit Visible( bool visible, const Time& time );
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void onStart() override;
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};
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}}}
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#endif
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@@ -166,37 +166,7 @@ class EE_API UINode : public Node {
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const Uint32& getDragButton() const;
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bool isAnimating();
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Interpolation1d * startAlphaAnim( const Float& From, const Float& To, const Time& TotalTime, const bool& alphaChilds = true, const Ease::Interpolation& type = Ease::Linear, Interpolation1d::OnPathEndCallback PathEndCallback = Interpolation1d::OnPathEndCallback() );
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Interpolation2d * startScaleAnim( const Vector2f& From, const Vector2f& To, const Time& TotalTime, const Ease::Interpolation& type = Ease::Linear, Interpolation2d::OnPathEndCallback PathEndCallback = Interpolation2d::OnPathEndCallback() );
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Interpolation2d * startScaleAnim( const Float& From, const Float& To, const Time& TotalTime, const Ease::Interpolation& type = Ease::Linear, Interpolation2d::OnPathEndCallback PathEndCallback = Interpolation2d::OnPathEndCallback() );
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Interpolation2d * startTranslation( const Vector2f& From, const Vector2f& To, const Time& TotalTime, const Ease::Interpolation& type = Ease::Linear, Interpolation2d::OnPathEndCallback PathEndCallback = Interpolation2d::OnPathEndCallback() );
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Interpolation1d * startRotation( const Float& From, const Float& To, const Time& TotalTime, const Ease::Interpolation& type = Ease::Linear, Interpolation1d::OnPathEndCallback PathEndCallback = Interpolation1d::OnPathEndCallback() );
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Interpolation1d * startAlphaAnim( const Float& To, const Time& TotalTime, const bool& alphaChilds = true, const Ease::Interpolation& type = Ease::Linear, Interpolation1d::OnPathEndCallback PathEndCallback = Interpolation1d::OnPathEndCallback() );
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Interpolation2d * startScaleAnim( const Vector2f& To, const Time& TotalTime, const Ease::Interpolation& type = Ease::Linear, Interpolation2d::OnPathEndCallback PathEndCallback = Interpolation2d::OnPathEndCallback() );
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Interpolation2d * startScaleAnim( const Float& To, const Time& TotalTime, const Ease::Interpolation& type = Ease::Linear, Interpolation2d::OnPathEndCallback PathEndCallback = Interpolation2d::OnPathEndCallback() );
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Interpolation2d * startTranslation( const Vector2f& To, const Time& TotalTime, const Ease::Interpolation& type = Ease::Linear, Interpolation2d::OnPathEndCallback PathEndCallback = Interpolation2d::OnPathEndCallback() );
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Interpolation1d * startRotation( const Float& To, const Time& TotalTime, const Ease::Interpolation& type = Ease::Linear, Interpolation1d::OnPathEndCallback PathEndCallback = Interpolation1d::OnPathEndCallback() );
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Interpolation1d * createFadeIn( const Time& Time, const bool& alphaChilds = true, const Ease::Interpolation& type = Ease::Linear );
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Interpolation1d * createFadeOut( const Time& Time, const bool& alphaChilds = true, const Ease::Interpolation& type = Ease::Linear );
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Interpolation1d * closeFadeOut( const Time& Time, const bool& alphaChilds = true, const Ease::Interpolation& type = Ease::Linear );
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Interpolation1d * disableFadeOut( const Time & Time, const bool& alphaChilds = true, const Ease::Interpolation& type = Ease::Linear );
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bool isFadingOut();
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bool isActionManagerActive();
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virtual void setFocus();
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protected:
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