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#include "task.hpp"
#include "../std/bind.hpp"
#include "../base/assert.hpp"
namespace anim
{
Task::Task()
: m_State(EReady)
{}
Task::~Task()
{}
Task::EState Task::State() const
{
return m_State;
}
void Task::Lock()
{
m_mutex.Lock();
}
void Task::Unlock()
{
m_mutex.Unlock();
}
void Task::SetState(EState State)
{
m_State = State;
}
void Task::PerformCallbacks(EState state)
{
list<TCallback> const & cb = m_Callbacks[state];
for_each(cb.begin(), cb.end(), bind(&TCallback::operator(), _1));
}
void Task::OnStart(double ts)
{
PerformCallbacks(EReady);
}
void Task::OnStep(double ts)
{
PerformCallbacks(EInProgress);
}
void Task::OnCancel(double ts)
{
PerformCallbacks(ECancelled);
}
void Task::OnEnd(double ts)
{
PerformCallbacks(EEnded);
}
void Task::Start()
{
ASSERT(IsReady(), ());
SetState(EInProgress);
}
void Task::Cancel()
{
ASSERT(IsRunning() || IsReady(), ());
SetState(ECancelled);
}
void Task::End()
{
ASSERT(IsRunning() || IsReady(), ());
SetState(EEnded);
}
bool Task::IsEnded() const
{
return State() == EEnded;
}
bool Task::IsCancelled() const
{
return State() == ECancelled;
}
bool Task::IsRunning() const
{
return State() == EInProgress;
}
bool Task::IsReady() const
{
return State() == EReady;
}
void Task::AddCallback(EState state, TCallback const & cb)
{
m_Callbacks[state].push_back(cb);
}
void Task::SetController(Controller * controller)
{
m_controller = controller;
}
Controller * Task::GetController() const
{
return m_controller;
}
}
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