/** * 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.events.Event; import flash.utils.getQualifiedClassName; import org.goasap.PlayableBase; import org.goasap.errors.InstanceNotAllowedError; import org.goasap.events.GoEvent; import org.goasap.events.SequenceEvent; import org.goasap.interfaces.IPlayable; import org.goasap.managers.Repeater; /** * Dispatched when the sequence starts. * @eventType org.goasap.events.START */ [Event(name="START", type="org.goasap.events.GoEvent")] /** * Dispatched when the sequence advances to its next step. * @eventType org.goasap.events.SequenceEvent.ADVANCE */ [Event(name="ADVANCE", type="org.goasap.events.SequenceEvent")] /** * Dispatched when the sequence is paused successfully. * @eventType org.goasap.events.PAUSE */ [Event(name="PAUSE", type="org.goasap.events.GoEvent")] /** * Dispatched when the sequence is resumed successfully. * @eventType org.goasap.events.RESUME */ [Event(name="RESUME", type="org.goasap.events.GoEvent")] /** * Dispatched at the end the group if repeater.cycles is set to * a value other than one, just before the sequence starts its next play cycle. * @eventType org.goasap.events.CYCLE */ [Event(name="CYCLE", type="org.goasap.events.GoEvent")] /** * Dispatched when the sequence is manually stopped, which may also occur * if one of its step instances is manually stopped outside the sequence. * @eventType org.goasap.events.STOP */ [Event(name="STOP", type="org.goasap.events.GoEvent")] /** * Dispatched when the sequence successfully finishes. (In SequenceCA this event * is not fired until all custom-advanced steps have dispatched STOP or COMPLETE.) * @eventType org.goasap.events.COMPLETE */ [Event(name="COMPLETE", type="org.goasap.events.GoEvent")] /** * This base class should not be used directly, use it to build sequencing classes. * *

When subclassing, follow the instructions in the comments of the protected * methods to add a standard set of public getters and methods that work with the * specific datatype of your SequenceStep subclass, if you create one. (This system * is designed to work around the restrictiveness of overrides in AS3 which don't * allow you to redefine datatypes.) See Sequence and SequenceCA for examples.

* * @see Sequence * @see SequenceCA * * @author Moses Gunesch */ public class SequenceBase extends PlayableBase implements IPlayable { // -== Public Properties ==- /** * The number of steps in the sequence. */ public function get length(): int { return (_steps ? _steps.length : 0); } /** * The current play index of the sequence, starting a 0. */ public function get playIndex(): int { return _index; } /** * Get or set the list of SequenceStep instances that defines the sequence. * *

* When setting this property, each item must implement IPlayable that uses * PlayableBase play-state constants and dispatches STOP or COMPLETE when finished. * Each item is automatically wrapped in a SequenceStep if it is of any other IPlayable * type, such as a GoItem or PlayableGroup. Setting this property stops any sequence * play currently in progress. *

* @see #_getStepAt() * @see #_getStepByID() * @see #_getCurrentStep() * @see #_getLastStep() */ public function get steps():Array { return _steps; } public function set steps(a:Array):void { if (_state!=STOPPED) stop(); while (_steps.length > 0) _removeStepAt(_steps.length-1); for each (var item:Object in a) if (item is IPlayable) _addStep(item as IPlayable); } /** * The sequence's Repeater instance, which may be used to make * the sequence loop and play more than one time. * *

The Repeater's cycles property can be set to an integer, or * to Repeater.INFINITE or 0 to repeat indefinitely.

* *
var seq:Sequence = new Sequence(tween1, tween2, tween3);
		 * seq.repeater.cycles = 2;
		 * seq.start();
		 * trace(seq.repeater.currentCycle); // output: 0
		 * 
		 * seq.skipTo(4); // moves to 2nd action in 2nd cycle
		 * trace(seq.repeater.currentCycle); // output: 1
* *

(The repeater property replaces the repeatCount and currentCount * parameters in earlier releases of SequenceBase).

*/ public function get repeater(): Repeater { return _repeater; } // -== Protected Properties ==- /** @private */ protected var _index: int = 0; /** @private */ protected var _steps: Array; /** @private */ protected var _repeater: Repeater; // -== Public Methods ==- /** * Constructor. * * @param items Any number of IPlayable instances (e.g. LinearGo, PlayableGroup, * SequenceStep) as separate arguments, or a single array of them. */ public function SequenceBase(...items) { super(); var className:String = getQualifiedClassName(this); if (className.slice(className.lastIndexOf("::")+2) == "SequenceBase") { throw new InstanceNotAllowedError("SequenceBase"); } _steps = new Array(); if (items.length > 0) { steps = ((items[ 0 ] is Array) ? items[ 0 ] : items); } _repeater = new Repeater(); _repeater.setParent(this); } // -== IPlayable implementation ==- /** * Begins a sequence. * *

If the group is active when this method is called, a stop call * is automated which will result in a GoEvent.STOP event being dispatched.

* * @return Returns true unless there are no steps in the sequence. */ public function start() : Boolean { if (_steps.length==0) return false; stop(); _state = PLAYING; _getCurrentStep().start(); dispatchEvent(new GoEvent( GoEvent.START )); _playRetainer[ this ] = 1; // Developers - Important! Look up _playRetainer. return true; } /** * Stops all activity and dispatches a GoEvent.STOP event. * * @return Returns true unless sequence was already stopped. */ public function stop() : Boolean { if (_state==STOPPED || _steps.length==0) return false; _state = STOPPED; var stepState:String = _getCurrentStep().state; // TODO: this won't see the _trailingSteps state in SequenceCA _getCurrentStep().stop(); if (_steps.length-_index > 1 || stepState!=STOPPED) dispatchEvent(new GoEvent( GoEvent.STOP )); else dispatchEvent(new GoEvent( GoEvent.COMPLETE )); _index = 0; _repeater.reset(); delete _playRetainer[ this ]; // Developers - Important! Look up _playRetainer. return true; } /** * Pauses sequence play. * * @return Returns true unless sequence was unable to pause any children. */ public function pause() : Boolean { var prevState:String = _state; if (_state==STOPPED || _state==PAUSED) return false; _state = PAUSED; if (_getCurrentStep().pause()==false) { _state = prevState; return false; } dispatchEvent(new GoEvent( GoEvent.PAUSE )); return true; } /** * Resumes previously-paused sequence play. * * @return Returns true unless sequence was unable to resume any children. */ public function resume() : Boolean { if (_state != PAUSED || _getCurrentStep().resume()==false) { return false; } _state = PLAYING; dispatchEvent(new GoEvent( GoEvent.RESUME)); return true; } /** * Stops the current step and skips to another step by sequence index. * * @return Always returns true since the index is normalized to the sequence. */ public function skipTo(index : Number) : Boolean { _state = PLAYING; var prevIndex:int = _index; _index = _repeater.skipTo(_steps.length-1, index); if (_index==prevIndex) { (_getCurrentStep() as IPlayable).skipTo(0); } else { _steps[prevIndex].stop(); // _index is updated before this call so that onStepEvent ignores the item's STOP event. _getCurrentStep().start(); } return true; } // -== Add hooks for these methods to your subclass like Sequence & SequenceCA ==- // These methods are broken out to allow subclasses to use exact typing for their SequenceStep class. /** * Developers: Add a getter called currentStep to your subclass as in Sequence. * * @return Developers: return the correct SequenceStep type for your subclass in your corresponding public method. */ protected function _getCurrentStep() : * { return (_steps.length==0 ? null : _steps[_index]); } /** * Developers: Add a getter called lastStep to your subclass as in Sequence. * * @return Developers: return the correct SequenceStep type for your subclass in your corresponding public method. */ protected function _getLastStep() : * { return (_steps.length==0 ? null : _steps[ _steps.length-1 ]); } /** * Developers: Add a method called getStepAt to your subclass as in Sequence. * * @param index An array index starting at 0. * @return Developers: return the correct SequenceStep type for your subclass in your corresponding public method. */ protected function _getStepAt(index:int) : * { if (index >= _steps.length) return null; return (_steps[index] as SequenceStep); } /** * Developers: Add a method called getStepByID to your subclass as in Sequence. * * @param playableID The step instance's playableID to search for. * @return Developers: return the correct SequenceStep type for your subclass in your corresponding public method. */ protected function _getStepByID(playableID:*) : * { for each (var step:SequenceStep in _steps) if (step.playableID===playableID) return step; return null; } /** * Developers: Add a method called addStep to your subclass as in Sequence. * *

Drop the third parameter in your subclass' addStep method. Use it to be sure * the correct type of wrapper is created, as in SequenceCA.

* * @param item The playable item to add to the sequence. * * @param addToLastStep If true is passed the item is added to the last * existing SequenceStep in the steps array. This * option should be used with individual items that * you want added as children to the SequenceStep. * If there are no steps yet this option ignored and * a new step is created. * * @param stepTypeAsClass Type for SequenceSteps. (Do not include this parameter in subclass addStep method.) * * @return New length of the steps array. */ protected function _addStep(item:IPlayable, addToLastStep:Boolean=false, stepTypeAsClass:*=null): int { if (item is SequenceStep && !addToLastStep) { return _addStepAt(_steps.length, item); } if (!stepTypeAsClass) stepTypeAsClass = SequenceStep; var step:SequenceStep = (addToLastStep && _steps.length > 0 ? (_steps.pop() as SequenceStep) : new stepTypeAsClass() as SequenceStep); step.addChild(item); return _addStepAt(_steps.length, step, stepTypeAsClass); // adds listeners } /** * Developers: Add a method called addStep to your subclass as in Sequence. * *

Drop the third parameter in your subclass' addStep method. Use it to be sure * the correct type of wrapper is created, as in SequenceCA.

* * @param index Position in the array starting at 0, or a negative * index like Array.splice. * * @param item The playable item to splice into the sequence. * * @param stepTypeAsClass Type for SequenceSteps. (Do not include this parameter in subclass addStep method.) * * @return New length of the steps array. */ protected function _addStepAt(index:int, item:IPlayable, stepTypeAsClass:*=null): int { if (_state!=STOPPED) stop(); if (!stepTypeAsClass) stepTypeAsClass = SequenceStep; var step:SequenceStep = (item is SequenceStep ? item as SequenceStep : new stepTypeAsClass(item) as SequenceStep); step.addEventListener(SequenceEvent.ADVANCE, onStepEvent, false, 0, true); step.addEventListener(GoEvent.STOP, onStepEvent, false, 0, true); _steps.splice(index, 0, step); return _steps.length; } /** * Developers: Add a method called addStep to your subclass as in Sequence. * * @param index Position in the array starting at 0, or a negative * index like Array.splice. * * @return Developers: return the correct SequenceStep type for your subclass in your corresponding public method. */ protected function _removeStepAt(index:int) : * { if (_state!=STOPPED) stop(); var step:SequenceStep = _steps.splice(index, 1) as SequenceStep; step.removeEventListener(SequenceEvent.ADVANCE, onStepEvent); step.removeEventListener(GoEvent.STOP, onStepEvent); return step; } // -== Protected Methods ==- /** * @private * Internal handler for step advance. * * @param event SequenceEvent dispatched by child item. */ protected function onStepEvent(event : Event) : void { // A stop() call to the sequence results in step dispatching STOP, which would recurse here. if (_state==STOPPED || event.target!=_steps[_index]) return; // Only occurs if the SequenceItem is manually stopped outside of this manager. if (event.type==GoEvent.STOP) { stop(); return; } // Normal step advance if (event.type==SequenceEvent.ADVANCE) { if (_steps.length-_index == 1) { complete(); } else { advance(); } } } /** * @private * Internal handler for group completion. */ protected function advance() : void { if (_steps.length-_index > 1) { _index ++; // this changes currentStep value in following code _getCurrentStep().start(); } dispatchEvent(new SequenceEvent( SequenceEvent.ADVANCE )); } /** * @private * Internal handler for group completion. */ protected function complete() : void { // order-sensitive if (_repeater.next()) { dispatchEvent(new GoEvent( GoEvent.CYCLE )); _index = 0; _getCurrentStep().start(); } else { _index = _steps.length - 1; stop(); } } } }