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ios/Runner/Wowgame/Classes/Parsing/ScenarioParsing/ActionParser.h 5.41 KB
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  //
  //  ActionParser.h
  //  SteveMaggieCpp
  //
  //  Created by Katarzyna Kalinowska-Górska on 26.05.2017.
  //
  //
  
  #ifndef ActionParser_h
  #define ActionParser_h
  
  #include <stdio.h>
  #include "cocos2d.h"
  #include "json/document.h"
  #include "TouchHandlerTypes.h"
  #include "ScenarioObject.h"
  #include "RepeatedActionScheduler.h"
  #include "SimpleValue.h"
  
  class ActionParseDelegate {
  
      public:
          virtual ScenarioObject* getObjectByName(std::string objectName) = 0;
          virtual ScenarioObject* getDefaultObjectForAction(std::string actionType) = 0;
          virtual ScenarioObject* getDefaultObjectForConditionCheck() = 0;
          virtual void addNewObject(std::string objectName, ScenarioObject* newObject) = 0;
          virtual std::string getDefaultSoundsPath() = 0;
          virtual std::string getAlternativeSoundsPath() = 0;
          virtual std::string getValueStorageContainerName() = 0;
          virtual void runAction(cocos2d::Action* action) = 0;
          virtual void actionFinished(const rapidjson::Value& jsonActionObject) = 0;
          virtual void runInstantly(std::function<void()> actionFunction) = 0;
          virtual void runCompletingAction(cocos2d::Action* action) = 0;
          virtual void cancelAllCompletingActions() = 0;
          virtual void schedule(std::function<void(float)> callback, std::string key, float delay) = 0;
          virtual void scheduleOnce(std::function<void(float)> callback, float delay, std::string key) = 0;
          virtual void unschedule(std::string key) = 0;
          virtual void newTouchHandler(std::string key, TouchHandlerFunction touchHandler, TouchHandlerType touchType) = 0;
          virtual void removeTouchHandler(std::string key, TouchHandlerType touchType) = 0;
          virtual long long getLastScreenTouchTime() = 0;
          virtual int getLoopActionCounter(std::string loopId) = 0;
          virtual int addNewLoopActionCounter(std::string loopId, int timesRepeated) = 0;
          virtual int decrementLoopActionCounter(std::string loopId) = 0;
          virtual void deleteLoopActionCounter(std::string loopId) = 0;
          virtual void setLastActionIndex(int index) = 0;
          virtual unsigned int removeStoredSoundId(std::string soundPath) = 0;
          virtual void storeSoundId(std::string soundPath, unsigned int newSoundId) = 0;
  };
  
  class ActionParser {
  
      public:
  
          //TODO: actually this DEFINITELY should not be a singleton
          static ActionParser& getInstance()
          {
              static ActionParser instance;
              return instance;
          };
  
          ActionParser(){
              _valueStorage = new (std::nothrow) rapidjson::Document();
          };
      
          ~ActionParser(){
              if(_valueStorage){
                  delete _valueStorage;
              }
          }
  
          cocos2d::Action* parseJSONAction(const rapidjson::Value& jsonActionObject, ActionParseDelegate* parseDelegate, bool notifyDelegateWhenFinished = true);
          void cleanUp(ActionParseDelegate* delegate);
      
          static std::vector<cocos2d::Node*> convertToNodeArray(std::vector<ScenarioObject*> objects);
          static cocos2d::Node* convertToNode(ScenarioObject* object);
      
          ScenarioObject* parseObject(std::string objectName, ActionParseDelegate* parseDelegate);
          std::vector<ScenarioObject*> parseObjects(const rapidjson::Value& objectJsonArray, ActionParseDelegate* parseDelegate);
          std::vector<ScenarioObject*> parseObjectOrObjects(const rapidjson::Value& jsonObject, std::string objectKey, std::string objectsKey, ActionParseDelegate* parseDelegate);
      
          friend class SimpleActionParser;
          friend class BlockingActionParser;
          friend class DynamicObjectMapper;
          friend class RepeatedActionScheduler;
          
      protected:
      
          rapidjson::Document* _valueStorage;
  
      
          cocos2d::Action* parseConditionalAction(const rapidjson::Value& jsonActionObject, ActionParseDelegate* parseDelegate, bool notifyDelegateWhenFinished);
          cocos2d::Action* parseRandomAction(const rapidjson::Value& jsonActionObject, ActionParseDelegate* parseDelegate, bool notifyDelegateWhenFinished);
          cocos2d::Action* parseSequenceAction(const rapidjson::Value& jsonActionObject, ActionParseDelegate* parseDelegate, bool notifyDelegateWhenFinished);
          cocos2d::Action* parseSpawnAction(const rapidjson::Value& jsonActionObject, ActionParseDelegate* parseDelegate, bool notifyDelegateWhenFinished);
          cocos2d::Action* parseLoopAction(const rapidjson::Value& jsonActionObject, ActionParseDelegate* parseDelegate, bool notifyDelegateWhenFinished);
          cocos2d::Action* embedFunctionInAction(std::function<void()> actionFunction, const rapidjson::Value& jsonActionObject, ActionParseDelegate* parseDelegate, bool notifyDelegateWhenFinished);
          bool checkCondition(std::string condition, ActionParseDelegate* parseDelegate);
          bool checkExpression(std::string leftValue, std::string rightValue, std::string operatorString);
          std::vector<ScenarioObject*> prepareObjectsForAction(const rapidjson::Value& jsonActionObject, ActionParseDelegate* parseDelegate);
          void parseAndRunActions(const rapidjson::Value& actionsArray, ActionParseDelegate* parseDelegate, bool notifyDelegateWhenFinished);
          void parseAndRunAction(const rapidjson::Value& action, ActionParseDelegate* parseDelegate, bool notifyDelegateWhenFinished);
          bool checkLateCondition(const rapidjson::Value& jsonActionObject, ActionParseDelegate* parseDelegate);
  };
  
  #endif /* ActionParser_h */