class EE::Scene::Actions::ActionInterpolation1d

Overview

#include <actioninterpolation1d.hpp>

class ActionInterpolation1d: public EE::Scene::Action {
public:
    // methods

    virtual void start();
    virtual void stop();
    virtual void update(const Time& time);
    virtual bool isDone();
    virtual Float getCurrentProgress();
    virtual Time getTotalTime();
    Interpolation1d* getInterpolation();
};

Inherited Members

public:
    // typedefs

    typedef std::function<void(Action*, const ActionType&)> ActionCallback;
    typedef Uint64 UniqueID;

    // enums

    enum ActionType;

    // methods

    virtual void start() = 0;
    virtual void stop() = 0;
    virtual void update(const Time& time) = 0;
    virtual bool isDone() = 0;
    virtual Float getCurrentProgress() = 0;
    virtual Time getTotalTime() = 0;
    virtual Action* clone() const;
    virtual Action* reverse() const;
    Uint32 getFlags() const;
    void setFlags(const Uint32& flags);
    UniqueID getTag() const;
    void setTag(const UniqueID& tag);
    Node* getTarget() const;
    Uint32 addEventListener(const ActionType& actionType, const ActionCallback& callback);
    Action* on(const ActionType& actionType, const ActionCallback& callback);
    void removeEventListener(const Uint32& callbackId);
    void sendEvent(const ActionType& actionType);
    void setTarget(Node* target);
    void setId(const Action::UniqueID& id);
    const Action::UniqueID& getId();

Detailed Documentation

Methods

virtual void start()

Starts the action.

virtual void stop()

Stops the actions (pause it, it will not reset the animation state).

virtual void update(const Time& time)

Update the action state (shouldn’t be called manually unless you actually now what you are doing)

virtual bool isDone()

Returns:

If the action is completed.

virtual Float getCurrentProgress()

Returns:

The current progress percentage. Normalized between 0 and 1.

virtual Time getTotalTime()

The total action time.