/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011 Zynga Inc. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ /** * @class * @extends cc.Class */ cc.HashElement = cc.Class.extend(/** @lends cc.HashElement# */{ actions:null, target:null, //ccobject actionIndex:0, currentAction:null, //CCAction currentActionSalvaged:false, paused:false, hh:null, //ut hash handle /** * Constructor */ ctor:function () { this.actions = []; this._target = null; this.actionIndex = 0; this.currentAction = null; //CCAction this.currentActionSalvaged = false; this.paused = false; this.hh = null; //ut hash handle } }); /** * cc.ActionManager is a singleton that manages all the actions.
* Normally you won't need to use this singleton directly. 99% of the cases you will use the CCNode interface, * which uses this singleton. * But there are some cases where you might need to use this singleton.
* Examples:
* - When you want to run an action where the target is different from a CCNode.
* - When you want to pause / resume the actions
* @class * @extends cc.Class */ cc.ActionManager = cc.Class.extend({ _hashTargets:null, _arrayTargets:null, _currentTarget:null, _currentTargetSalvaged:false, _searchElementByTarget:function (arr, target) { for (var k = 0; k < arr.length; k++) { if (target == arr[k].target) return arr[k]; } return null; }, /** * Constructor */ ctor:function () { this._hashTargets = {}; this._arrayTargets = []; this._currentTarget = null; this._currentTargetSalvaged = false; }, /** Adds an action with a target. * If the target is already present, then the action will be added to the existing target. * If the target is not present, a new instance of this target will be created either paused or not, and the action will be added to the newly created target. * When the target is paused, the queued actions won't be 'ticked'. * @param {cc.Action} action * @param {cc.Node} target * @param {Boolean} paused */ addAction:function (action, target, paused) { if(!action) throw "cc.ActionManager.addAction(): action must be non-null"; if(!target) throw "cc.ActionManager.addAction(): action must be non-null"; //check if the action target already exists var element = this._hashTargets[target.__instanceId]; //if doesnt exists, create a hashelement and push in mpTargets if (!element) { element = new cc.HashElement(); element.paused = paused; element.target = target; this._hashTargets[target.__instanceId] = element; this._arrayTargets.push(element); } //creates a array for that eleemnt to hold the actions this._actionAllocWithHashElement(element); element.actions.push(action); action.startWithTarget(target); }, /** * Removes all actions from all the targets. */ removeAllActions:function () { var locTargets = this._arrayTargets; for (var i = 0; i < locTargets.length; i++) { var element = locTargets[i]; if (element) this.removeAllActionsFromTarget(element.target, true); } }, /** Removes all actions from a certain target.
* All the actions that belongs to the target will be removed. * @param {object} target * @param {boolean} forceDelete */ removeAllActionsFromTarget:function (target, forceDelete) { // explicit null handling if (target == null) return; var element = this._hashTargets[target.__instanceId]; if (element) { if (element.actions.indexOf(element.currentAction) !== -1 && !(element.currentActionSalvaged)) element.currentActionSalvaged = true; element.actions.length = 0; if (this._currentTarget == element && !forceDelete) { this._currentTargetSalvaged = true; } else { this._deleteHashElement(element); } } }, /** Removes an action given an action reference. * @param {cc.Action} action */ removeAction:function (action) { // explicit null handling if (action == null) return; var target = action.getOriginalTarget(); var element = this._hashTargets[target.__instanceId]; if (element) { for (var i = 0; i < element.actions.length; i++) { if (element.actions[i] == action) { element.actions.splice(i, 1); break; } } } else { cc.log("cocos2d: removeAction: Target not found"); } }, /** Removes an action given its tag and the target * @param {Number} tag * @param {object} target */ removeActionByTag:function (tag, target) { if(tag == cc.ACTION_TAG_INVALID) cc.log("cc.ActionManager.removeActionByTag(): an invalid tag"); if(!target) throw "cc.ActionManager.removeActionByTag(): target must be non-null"; var element = this._hashTargets[target.__instanceId]; if (element) { var limit = element.actions.length; for (var i = 0; i < limit; ++i) { var action = element.actions[i]; if (action && action.getTag() === tag && action.getOriginalTarget() == target) { this._removeActionAtIndex(i, element); break; } } } }, /** Gets an action given its tag an a target * @param {Number} tag * @param {object} target * @return {cc.Action|Null} return the Action with the given tag on success */ getActionByTag:function (tag, target) { if(tag == cc.ACTION_TAG_INVALID) cc.log("cc.ActionManager.getActionByTag(): an invalid tag"); var element = this._hashTargets[target.__instanceId]; if (element) { if (element.actions != null) { for (var i = 0; i < element.actions.length; ++i) { var action = element.actions[i]; if (action && action.getTag() === tag) return action; } } cc.log("cocos2d : getActionByTag(tag =" + tag + "): Action not found"); } return null; }, /** Returns the numbers of actions that are running in a certain target.
* Composable actions are counted as 1 action.
* Example:
* - If you are running 1 Sequence of 7 actions, it will return 1.
* - If you are running 7 Sequences of 2 actions, it will return 7. * @param {object} target * @return {Number} */ numberOfRunningActionsInTarget:function (target) { var element = this._hashTargets[target.__instanceId]; if (element) return (element.actions) ? element.actions.length : 0; return 0; }, /** Pauses the target: all running actions and newly added actions will be paused. * @param {object} target */ pauseTarget:function (target) { var element = this._hashTargets[target.__instanceId]; if (element) element.paused = true; }, /** Resumes the target. All queued actions will be resumed. * @param {object} target */ resumeTarget:function (target) { var element = this._hashTargets[target.__instanceId]; if (element) element.paused = false; }, /** * Pauses all running actions, returning a list of targets whose actions were paused. * @return {Array} a list of targets whose actions were paused. */ pauseAllRunningActions:function(){ var idsWithActions = []; var locTargets = this._arrayTargets; for(var i = 0; i< locTargets.length; i++){ var element = locTargets[i]; if(element && !element.paused){ element.paused = true; idsWithActions.push(element.target); } } return idsWithActions; }, /** * Resume a set of targets (convenience function to reverse a pauseAllRunningActions call) * @param {Array} targetsToResume */ resumeTargets:function(targetsToResume){ if(!targetsToResume) return; for(var i = 0 ; i< targetsToResume.length; i++){ if(targetsToResume[i]) this.resumeTarget(targetsToResume[i]); } }, /** purges the shared action manager. It releases the retained instance.
* because it uses this, so it can not be static */ purgeSharedManager:function () { cc.Director.getInstance().getScheduler().unscheduleUpdateForTarget(this); }, //protected _removeActionAtIndex:function (index, element) { var action = element.actions[index]; if ((action == element.currentAction) && (!element.currentActionSalvaged)) element.currentActionSalvaged = true; cc.ArrayRemoveObjectAtIndex(element.actions,index); // update actionIndex in case we are in tick. looping over the actions if (element.actionIndex >= index) element.actionIndex--; if (element.actions.length == 0) { if (this._currentTarget == element) { this._currentTargetSalvaged = true; } else { this._deleteHashElement(element); } } }, _deleteHashElement:function (element) { if (element) { delete this._hashTargets[element.target.__instanceId]; cc.ArrayRemoveObject(this._arrayTargets, element); element.actions = null; element.target = null; } }, _actionAllocWithHashElement:function (element) { // 4 actions per Node by default if (element.actions == null) { element.actions = []; } }, /** * @param {Number} dt delta time in seconds */ update:function (dt) { var locTargets = this._arrayTargets , locCurrTarget; for (var elt = 0; elt < locTargets.length; elt++) { this._currentTarget = locTargets[elt]; locCurrTarget = this._currentTarget; //this._currentTargetSalvaged = false; if (!locCurrTarget.paused) { // The 'actions' CCMutableArray may change while inside this loop. for (locCurrTarget.actionIndex = 0; locCurrTarget.actionIndex < locCurrTarget.actions.length; locCurrTarget.actionIndex++) { locCurrTarget.currentAction = locCurrTarget.actions[locCurrTarget.actionIndex]; if (!locCurrTarget.currentAction) continue; locCurrTarget.currentActionSalvaged = false; locCurrTarget.currentAction.step(dt); if (locCurrTarget.currentActionSalvaged) { // The currentAction told the node to remove it. To prevent the action from // accidentally deallocating itself before finishing its step, we retained // it. Now that step is done, it's safe to release it. locCurrTarget.currentAction = null;//release } else if (locCurrTarget.currentAction.isDone()) { locCurrTarget.currentAction.stop(); var action = locCurrTarget.currentAction; // Make currentAction nil to prevent removeAction from salvaging it. locCurrTarget.currentAction = null; this.removeAction(action); } locCurrTarget.currentAction = null; } } // elt, at this moment, is still valid // so it is safe to ask this here (issue #490) // only delete currentTarget if no actions were scheduled during the cycle (issue #481) if (this._currentTargetSalvaged && locCurrTarget.actions.length === 0) { this._deleteHashElement(locCurrTarget); } } } });