📄 playablegroup.as
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/** * Copyright (c) 2007 Moses Gunesch * * 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. */package org.goasap.utils { import flash.utils.Dictionary; import org.goasap.PlayableBase; import org.goasap.events.GoEvent; import org.goasap.interfaces.IPlayable; import org.goasap.managers.Repeater; /** * Dispatched when the group starts. * @eventType org.goasap.events.START */ [Event(name="START", type="org.goasap.events.GoEvent")] /** * Dispatched when the group is paused successfully. * @eventType org.goasap.events.PAUSE */ [Event(name="PAUSE", type="org.goasap.events.GoEvent")] /** * Dispatched when the group is resumed successfully. * @eventType org.goasap.events.RESUME */ [Event(name="RESUME", type="org.goasap.events.GoEvent")] /** * Dispatched at the end the group if <code>repeater.cycles</code> is set to * a value other than one, just before the group starts its next play cycle. * @eventType org.goasap.events.CYCLE */ [Event(name="CYCLE", type="org.goasap.events.GoEvent")] /** * Dispatched if the group is manually stopped. * @eventType org.goasap.events.STOP */ [Event(name="STOP", type="org.goasap.events.GoEvent")] /** * Dispatched after all children have dispatched a STOP or COMPLETE event. * @eventType org.goasap.events.COMPLETE */ [Event(name="COMPLETE", type="org.goasap.events.GoEvent")] /** * Batch-play a set of items and receive an event when all of them have finished. * * <p>PlayableGroup accepts any IPlayable for its children, which can include * tweens, other groups, sequences and so forth. The group listens for both * GoEvent.STOP and GoEvent.COMPLETE events from its children, either of which * are counted toward group completion.</p> * * <p>The <code>repeater</code> property of PlayableGroup allows you to loop play * any number of times, or indefinitely by setting its cycles to Repeater.INFINITE. * GoEvent.CYCLE is dispatched on each loop and GoEvent.COMPLETE when finished. * Other events dispatched include the GoEvent types START, STOP, PAUSE, and RESUME.</p> * * @author Moses Gunesch */ public class PlayableGroup extends PlayableBase implements IPlayable { // -== Public Properties ==- /** * Get or set the children array. Only IPlayable items are stored. Note that * unlike the methods <code>addChild</code> and <code>removeChild</code>, * setting this property will stop any group play currently in progress. */ public function get children():Array { var a:Array = []; for (var item:Object in _children) a.push(item); return a; } public function set children(a:Array):void { if (_listeners > 0) stop(); for each (var item:Object in a) if (item is IPlayable) addChild(item as IPlayable); } /** * The groups's Repeater instance, which may be used to make * it loop and play more than one time. * * <p>The Repeater's cycles property can be set to an integer, or * to Repeater.INFINITE or 0 to repeat indefinitely.</p> * * <pre> * var group:PlayableGroup = new PlayableGroup(tween1, tween2, tween3); * group.repeater.cycles = 2; * group.start(); * trace(group.repeater.currentCycle); // output: 0 * </pre> */ public function get repeater(): Repeater { return _repeater; } /** * Determines the number of children currently being monitored * for completion by the group. */ public function get listenerCount() : uint { return _listeners; } // -== Protected Properties ==- /** @private */ protected var _children: Dictionary = new Dictionary(); /** @private */ protected var _listeners: uint = 0; /** @private */ protected var _repeater: Repeater; // -== Public Methods ==- /** * Constructor. * * @param items Any number of IPlayable items as separate arguments, * or a single array of them. */ public function PlayableGroup(...items) { super(); if (items.length > 0) this.children = ((items[ 0 ] is Array) ? items[ 0 ] : items); _repeater = new Repeater(); _repeater.setParent(this); } /** * Searches for a child with the specified playableID. * * @param playableID The item playableID to search for. * @param deepSearch If child is not found in the group, this option runs a * recursive search on any children that are PlayableGroup. * @return The SequenceStep with the matching playableID. */ public function getChildByID(playableID:*, deepSearch:Boolean=true):IPlayable { for (var item:Object in _children) if ((item as IPlayable).playableID===playableID) return (item as IPlayable); if (deepSearch) { for (item in _children) { if (item is PlayableGroup) { var match:IPlayable = ((item as PlayableGroup).getChildByID(playableID, true)); if (match) { return (match as IPlayable); } } } } return null; } /** * Adds a single IPlayable to the children array (duplicates are rejected) and * syncs up the group and child play-states based on various conditions. * * <p>If both the group and the item being added are STOPPED, the item is simply * added to the children list.</p> * * <p>If both items are PAUSED or PLAYING (including PLAYING_DELAY for children), * the child is actively added to the group during play and will be monitored for * completion along with others.</p> * * <p>In other cases where the child's state mismatches the group's state, there * are several behaviors available. Normally if the second parameter <code>adoptChildState</code> * is left false, the child's mismatched state will be updated to match the group's * state. This can result in it being stopped, paused, or started/resumed and monitored * for completion along with other children. Passing true for <code>adoptChildState</code> * results in updating the group's state to match the child's. This option could be used, for * example, if you wanted to build a group of already-playing items without disrupting their * play cycle with a start() call to the group.</p> * * @param item Any instance that implements IPlayable and uses PlayableBase's play-state constants. * @param adoptChildState Makes this group change its play-state to match the state of the new child. * @return Success. */ public function addChild(item:IPlayable, adoptChildState:Boolean=false): Boolean { if (_children[ item ]) return false; if (item.state!=_state) { // Resolve an obvious mismatched play state... // Normally states are both STOPPED, so the following ugliness is rarely used. var primary:IPlayable = (adoptChildState ? item : this); var primaryPlaying:Boolean = (primary.state==PLAYING || primary.state==PLAYING_DELAY); var secondary:IPlayable = (adoptChildState ? this : item); var secondaryPlaying:Boolean = (secondary.state==PLAYING || secondary.state==PLAYING_DELAY); if ( !(primaryPlaying && secondaryPlaying) ) // Less obvious, but treat PLAYING_DELAY & PLAYING as "playing." { switch (primary.state) { case STOPPED: secondary.stop(); break; case PAUSED: // This case works either way. Both START & PAUSE events will result. if (secondary.state==STOPPED) secondary.start(); secondary.pause(); break; case PLAYING: case PLAYING_DELAY: if (secondary.state==PAUSED) secondary.resume(); else if (secondary.state==STOPPED) { if (adoptChildState) { _state = PLAYING; // Group adopts child playing state dispatchEvent(new GoEvent( GoEvent.START)); }
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