[Golist] [goasap commit] r51 - in trunk/goasap/src_go/org/goasap: . managers

codesite-noreply at google.com codesite-noreply at google.com
Fri Sep 19 12:40:48 PDT 2008


Author: mosesoak
Date: Fri Sep 19 12:40:07 2008
New Revision: 51

Modified:
    trunk/goasap/src_go/org/goasap/GoEngine.as
    trunk/goasap/src_go/org/goasap/managers/Repeater.as

Log:
GoASAP 0.5.1d - Small fix to Repeater. Fixes a glitch where animations  
would jump to start position at last update.

Modified: trunk/goasap/src_go/org/goasap/GoEngine.as
==============================================================================
--- trunk/goasap/src_go/org/goasap/GoEngine.as	(original)
+++ trunk/goasap/src_go/org/goasap/GoEngine.as	Fri Sep 19 12:40:07 2008
@@ -1 +1 @@
-/**
  * 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 {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.TimerEvent;
	import flash.utils.Dictionary;
	import flash.utils.Timer;
	import flash.utils.getQualifiedClassName;
	import flash.utils.getTimer;
	
	import org.goasap.errors.DuplicateManagerError;
	import org.goasap.interfaces.IManageable;
	import org.goasap.interfaces.IManager;
	import org.goasap.interfaces.IUpdatable;
	import org.goasap.interfaces.ILiveManager;	

	/**
	 * Provides <code>update</code> calls to <code>IUpdatable</code> instances  
on their specified <code>pulseInterval</code>.
	 *
	 * <blockquote><blockquote>
	 * <p><b>Using these Docs</b></p>
	 *
	 * <p><i>Protected methods and properties have been excluded in almost all
	 * cases, but are documented in the classes. Exceptions include key  
protected
	 * methods or properties that are integral for writing subclasses or  
understanding
	 * the basic mechanics of the system. Many Go classes can be used as is  
without
	 * subclassing, so the documentation offers an uncluttered view of their  
public
	 * usage.</i></p>
	 *
	 * <p><b>Introduction to Go</b> <font color="#CC0000">[This section  
updated recently!]</font></p>
	 *
	 * <p>The Go ActionScript Animation Platform ("GOASAP") is a lightweight,  
portable
	 * set of generic base classes for buliding AS3 animation tools. It  
provides structure
	 * and core functionality, but does not define the specifics of  
animation-handling
	 * classes like tweens.</p>
	 *
	 * <p>GoASAP could be broken up into the following general layers:
	 * <ul>
	 * <li><i>Compatibility:</i> In general, this layer can be used in about  
any animation
	 * system. GoEngine, GoEvent, PlayStates and IPlayable.</li>
	 * <li><i>Items:</i> Base classes for utilities and animation items:  
PlayableBase, GoItem,
	 * LinearGo and PhysicsGo.</li>
	 * <li><i>Utilities:</i> You can write utility classes to manage items. Go  
ships with a
	 * few common ones: a parallel item class called PlayableGroup, and  
several Sequence classes.</li>
	 * <li><i>Automation/Management:</i> GoEngine provides a simple,  
centralized and fully extensible
	 * way for you to automate any time-based process and manage multiple  
items at once.</li>
	 * </ul></p>
	 *
	 * <p>GoASAP provides an intentionally loose standard, in that it does not  
intend to limit
	 * the possibilities of what can be built with it. Its primary benefits  
are compatibility and
	 * synchronicity between animation systems, absolute extensibility into  
any time-based process,
	 * and a much faster and easier way to build your own animation tools from  
scratch.</p>
	 *
	 * <p><i>Important: Store your custom Go classes in a package bearing your  
own classpath, not
	 * in the core package! This will help avoid confusion with other authors'  
work.</i></p>
	 *
	 * <p><font size="-2">You may modify any class in the goasap package to  
suit your project's needs. Your input
	 * is valuable! Please join the mailing list and share your Go-based  
animation tools at the
	 * GoPlayground repository. The GoASAP initiative is led by Moses Gunesch  
at
	 * <a href="http://www.mosessupposes.com/"  
target="_top">MosesSupposes.com</a>. Please visit the
	 * <a href="http://www.goasap.org/" target="_top">Go website</a> for more  
information.</font></p>
	 * </blockquote></blockquote>
	 *
	 * <p><b>GoEngine</b> <font color="#CC0000">[This section updated  
recently!]</font></p>
	 *
	 * <p>GoEngine sits at the center of the Go system, and along with the  
IUpdatable
	 * interface is the only required element for using GoASAP. GoEngine  
manages tightly
	 * synchronized item lists, since updating items in groups enhances  
efficiency. An
	 * advantage of GoASAP is that wildly different animation systems can be  
used together
	 * in the same project. Their synchronous updates will remain as efficient  
as possible,
	 * instead of fighting one another for processor cycles.</p>
	 *
	 * <p>GoEngine's default pulse rate is ENTER_FRAME which yields the  
smoothest processing in the
	 * Flash Player. However, it does not run on any one specific pulse.  
Instead, any object that is
	 * IUpdatable may specify its own pulse rate, and items with matching  
pulses are automatically
	 * grouped into update lists for efficiency. On a fine-tuning level,  
GoEngine uses a few other
	 * tricks to try and provide the tightest possible visual synchronization  
for larger batches of
	 * animation items. It passes the clock time at the start of each update  
cycle to each item in
	 * that list, which can be used in place of realtime to counteract any  
offset due to processing
	 * lag during the cycle. Additionally, items that get added <i>during</i>  
an update cycle are
	 * queued until the next update.</p>
	 *
	 * <p>GoASAP's management layer is made up of three interfaces that are  
referenced by GoEngine:
	 * IManager, ILiveManager and IManageable. Managers are always optional in  
GoASAP, and are only
	 * activated by calling <code>GoEngine.addManager()</code>. Managers can  
automate processes
	 * as items are added and removed, such as the included OverlapMonitor  
class which prevents
	 * property conflicts between items, or they can automate "live" processes  
that occur on each
	 * pulse. No live managers are included but an example might be a class  
that re-renders a 3D
	 * viewport after all 3D tweens have been processed. This can of course be  
done without a custom
	 * manager, but by using GoASAP you gain a unique ability to very cleanly  
and simply tie any
	 * custom routines in your project right into your animation processing,  
in perfect sync and
	 * with maximum efficiency.</p>
	 *
	 * <p></i>{In the game of Go, the wooden playing board, or Goban, features  
a grid
	 *  on which black & white go-ishi stones are laid at its  
intersections.}</i></p>
	 *
	 * @see org.goasap.items.LinearGo LinearGo
	 * @see org.goasap.interfaces.IManager IManager
	 * @author Moses Gunesch
	 */
	public class GoEngine
	{
		// -== Constants ==-
		
		public static const INFO:String = "GoASAP 0.5.1c (c) Moses Gunesch, MIT  
Licensed.";
		
		// -== Settable Class Defaults ==-
		
		/**
		 * A pulseInterval that runs on the player's natural framerate,
		 * which is often most efficient.
		 */
		public static const ENTER_FRAME	: int = -1;

		// -== Protected Properties ==-
		
		// Note: Various formats for item data have been experimented with  
including breaking the item lists out into
		// a GoEngineList class, which was nicer-looking but did not perform  
well. Since GoEngine doesn't normally
		// require active work, this less-pretty but efficient flat-data format  
was opted for. A minor weakness of this
		// format is its use of a Dictionary, which means update calls are not  
ordered like they would be with an Array.
		// The Dictionary stores items' pulseInterval values, which is safer than  
relying on items to not change them.
		// Tests also show that Dictionary performs faster than Array for  
accessing and deleting items.
		private static var managerTable : Object = new Object(); // registration  
list of IManager instances
		private static var managers : Array = new Array(); // ordered  
registration list of IManager instances
		private static var liveManagers : uint = 0;
		private static var timers : Dictionary = new Dictionary(false); // key:  
pulseInterval, value: Timer for that pulse
		private static var items : Dictionary = new Dictionary(false); // key:  
IUpdatable item, value: pulseInterval at add.
		private static var itemCounts : Dictionary = new Dictionary(false); //  
key: pulseInterval, value: item count for that pulse
		private static var pulseSprite : Sprite; // used for ENTER_FRAME pulse
		private static var paused : Boolean = false;
		
		// These additional lists enables caching of items that are added during  
the update cycle for the same pulse.
		// This prevents groups & sequences from going out of sync by ensuring  
that each cycle completes before new items are added.
		private static var lockedPulses : Dictionary = new Dictionary(false); //  
key: pulseInterval, value: true
		private static var delayedPulses : Dictionary = new Dictionary(false); //  
key: pulseInterval, value: true
		private static var addQueue : Dictionary = new Dictionary(false); // key:  
IUpdatable item, value: true
		
		// -== Public Class Methods ==-
		
		/**
		 * @param className		A string naming the manager class, such  
as "OverlapMonitor".
		 * @return				The manager instance, if registered.
		 * @see #addManager()
		 * @see #removeManager()
		 */
		public static function getManager(className:String) : IManager
		{
			return managerTable[ className ];
		}
		
		/**
		 * Enables the extending of this class' functionality with a tight
		 * coupling to an IManager.
		 *
		 * <p>Tight coupling is crucial in such a time-sensitive context;
		 * standard events are too asynchronous. All items that implement
		 * IManageable are reported to registered managers as they add and
		 * remove themselves from GoEngine.</p>
		 *
		 * <p>Managers normally act as singletons within the Go system (which
		 * you are welcome to modify). This method throws a DuplicateManagerError
		 * if an instance of the same manager class is already registered. Use a
		 * try/catch block when calling this method if your program might  
duplicate
		 * managers, or use getManager() to check for prior registration.</p>
		 *
		 * @param instance	An instance of a manager you wish to add.
		 * @see #getManager()
		 * @see #removeManager()
		 */
		public static function addManager( instance:IManager ):void
		{
			var className:String = getQualifiedClassName(instance);
			className = className.slice(className.lastIndexOf("::")+2);
			if (managerTable[ className ]) {
				throw new DuplicateManagerError( className );
				return;
			}
			managerTable[ className ] = instance;
			managers.push(instance);
			if (instance is ILiveManager) liveManagers++;
		}
		
		/**
		 * Unregisters any manager set in <code>addManager</code>.
		 *
		 * @param className		A string naming the manager class, such  
as "OverlapMonitor".
		 * @see #getManager()
		 * @see #addManager()
		 */
		public static function removeManager( className:String ):void
		{
			managers.splice(managers.indexOf(managerTable[ className ]), 1);
			if (managerTable[ className ] is ILiveManager)
				liveManagers--;
			delete managerTable[ className ]; // leave last
		}
		
		/**
		 * Test whether an item is currently stored and being updated by the  
engine.
		 *
		 * @param item		Any object implementing IUpdatable
		 * @return			Whether the IUpdatable is in the engine
		 */
		public static function hasItem( item:IUpdatable ):Boolean
		{
			return (items[ item ]!=null);
		}
		
		/**
		 * Adds an IUpdatable instance to an update-queue corresponding to
		 * the item's pulseInterval property.
		 *
		 * @param item		Any object implementing IUpdatable that wishes
		 * 					to receive update calls on a pulse.
		 * 					
		 * @return			Returns false only if this item was already in the
		 * 					engine under the same pulse. (If an existing item is added
		 * 					but the pulseInterval has changed it will be removed,
		 * 					re-added, and true will be returned.)
		 * 					
		 * @see #removeItem()
		 */
		public static function addItem( item:IUpdatable ):Boolean
		{
			// Group items by pulse for efficient update cycles.
			var interval:int = item.pulseInterval;
			if (items[ item ]) {
				if (items[ item ] == item.pulseInterval)
					return false;
				else
					removeItem(item);
			}
			if (lockedPulses[ interval ]==true) { // this prevents items from being  
added during an update loop in progress.
				delayedPulses[ interval ] = true; // flags update to clear the queue  
when the in-progress loop completes.
				addQueue[ item ] = true; // for tightest syncing of item groups, read  
the documentation under GoItem.update().
			}
			items[ item ] = interval; // Tether item to original pulseint. Used in  
removeItem & setPaused(false).
			if (!timers[ interval ]) {
				addPulse( interval );
				itemCounts[ interval ] = 1;
			}
			else {
				itemCounts[ interval ] ++;
			}
			// Report IManageable instances to registered managers
			if (item is IManageable) {
				for each (var manager:IManager in managers)
					manager.reserve( item as IManageable );
			}
			return true;
		}
		
		/**
		 * Removes an item from the queue and removes its pulse timer if
		 * the queue is depleted.
		 *
		 * @param item		Any IUpdatable previously added that wishes
		 * 					to stop receiving update calls.
		 * 					
		 * @return			Returns false if the item was not in the engine.
		 *
		 * @see #addItem()
		 */
		public static function removeItem( item:IUpdatable ):Boolean
		{
			if (items[ item ]==null)
				return false;
			var interval: int = items[ item ];
			if ( -- itemCounts[ interval ] == 0 ) {
				removePulse( interval );
				delete itemCounts[ interval ];
			}
			delete items[ item ];
			delete addQueue[ item ]; // * see note following update
			// Report IManageable item removal to registered managers.
			if (item is IManageable) {
				for each (var manager:IManager in managers)
					manager.release( item as IManageable );
			}
			return true;
		}
		
		/**
		 * Removes all items and resets the engine,
		 * or removes just items running on a specific pulse.
		 *
		 * @param pulseInterval		Optionally filter by a specific pulse
		 * 							such as ENTER_FRAME or a number of milliseconds.
		 * @return					The number of items successfully removed.
		 * @see #removeItem()
		 */
		public static function clear(pulseInterval:Number = NaN) : uint
		{
			var all:Boolean = (isNaN(pulseInterval));
			var n:Number = 0;
			for (var item:Object in items) {
				if (all || items[ item ]==pulseInterval)
					if (removeItem(item as IUpdatable)==true)
						n++;
			}
			return n;
		}
		
		/**
		 * Retrieves number of active items in the engine
		 * or active items running on a specific pulse.
		 *
		 * @param pulseInterval		Optionally filter by a specific pulseInterval
		 *							such as ENTER_FRAME or a number of milliseconds.
		 *
		 * @return					Number of active items in the Engine.
		 */
		public static function getCount(pulseInterval:Number = NaN) : uint
		{
			if (!isNaN(pulseInterval))
				return (itemCounts[pulseInterval]);
			var n:Number = 0;
			for each (var count: int in itemCounts)
				n += count;
			return n;
		}
		
		/**
		 * @return			The paused state of engine.
		 * @see #setPaused()
		 */
		public static function getPaused() : Boolean {
			return paused;
		}
		
		/**
		 * Pauses or resumes all animation globally by suspending processing,
		 * and calls pause() or resume() on each item with those methods.
		 *
		 * <p>The return value only reflects how many items had pause() or  
resume()
		 * called on them, but the GoEngine.getPaused() state will change if any
		 * pulses are suspended or resumed.</p>
		 *
		 * @param pause				Pass false to resume if currently paused.
		 * @param pulseInterval		Optionally filter by a specific pulse
		 * 							such as ENTER_FRAME or a number of milliseconds.
		 * @return					The number of items on which a pause() or resume()
		 * 							method was called (0 doesn't necessarily reflect
		 * 							whether the GoEngine.getPaused() state changed, it
		 * 							may simply indicate that no items had that method).
		 * @see #resume()
		 */
		public static function setPaused(pause:Boolean=true, pulseInterval:Number  
= NaN) : uint
		{
			if (paused==pause) return 0;
			var n:Number = 0;
			var pulseChanged:Boolean = false;
			var all:Boolean = (isNaN(pulseInterval));
			var method:String = (pause ? "pause" : "resume");
			for (var item:Object in items) {
				var pulse:int = (items[item] as int);
				if (all || pulse==pulseInterval) {
					pulseChanged = (pulseChanged || (pause ? removePulse(pulse) :  
addPulse(pulse)));
					// call pause or resume on the item if it has such a method.
					if (item.hasOwnProperty(method)) {
						if (item[method] is Function) {
							item[method].apply(item);
							n++;
						}
					}
				}
			}
			if (pulseChanged)
				paused = pause;
			return n;
		}
		
		// -== Private Class Methods ==-
		
		/**
		 * Executes the update queue corresponding to the dispatcher's interval.
		 *
		 * @param event			TimerEvent or Sprite ENTER_FRAME Event
		 */
		private static function update(event:Event) : void
		{
			var currentTime:Number = getTimer();
			var pulse:int = (event is TimerEvent ? ( event.target as Timer ).delay :  
ENTER_FRAME);
			lockedPulses[ pulse ] = true;
			var doLiveUpdate:Boolean = (liveManagers > 0);
			var updated:Array;
			if (doLiveUpdate) updated = []; // syncs the live manager list to items  
actually updated
			for (var item:* in items) {
				if (items[ item ]==pulse && !addQueue[ item ]) {
					(item as IUpdatable).update(currentTime);
					if (doLiveUpdate) updated.push(item);
				}
			}
			lockedPulses[ pulse ] = false;
			if (delayedPulses[ pulse ]) {
				for (item in addQueue)
					delete addQueue[ item ];
				delete delayedPulses[ pulse ];
			}
// updateAfterEvent() should not be needed as long as items follow  
tight-syncing instructions in GoItem.update() documentation.
//			if (pulse!=ENTER_FRAME) (event as TimerEvent).updateAfterEvent();
			if (doLiveUpdate)
				for each (var manager:Object in managers)
					if (manager is ILiveManager)
						(manager as ILiveManager).onUpdate(pulse, updated, currentTime);  //  
* see note
		}
// * note: In one rare case that has not been reported yet but is  
theoretically possible, the 'updated' list
// passed could contain already-released items. This could only happen if  
the item is removed & released
// just after the main update cycle but before the the doLiveUpdate()  
routine runs. If you encounter this issue
// please report it to the GoASAP mailing list, it's too involved to bother  
with before it's a problem.

		/**
		 * Creates new timers when a previously unused interval is specified,
		 * and tracks the number of items associated with that interval.
		 *
		 * @param pulse			The pulseInterval requested
		 * @return				Whether a pulse was added
		 */
		private static function addPulse(pulse : int) : Boolean
		{
			if (pulse==ENTER_FRAME) {
				if (!pulseSprite) {
					timers[ENTER_FRAME] = pulseSprite = new Sprite();
					pulseSprite.addEventListener(Event.ENTER_FRAME, update);
				}
				return true;
			}
			var t:Timer = timers[ pulse ] as Timer;
			if (!t) {
				t = timers[ pulse ] = new Timer(pulse);
				(timers[ pulse ] as Timer).addEventListener(TimerEvent.TIMER, update);
				t.start();
				return true;
			}
			return false;
		}
		
		/**
		 * Tracks whether a removed item was the last one using a timer
		 * and if so, removes that timer.
		 *
		 * @param pulse			The pulseInterval corresponding to an item being  
removed.
		 * @return				Whether a pulse was removed
		 */
		private static function removePulse(pulse : int) : Boolean
		{
			if (pulse==ENTER_FRAME) {
				if (pulseSprite) {
					pulseSprite.removeEventListener(Event.ENTER_FRAME, update);
					delete timers[ ENTER_FRAME ];
					pulseSprite = null;
					return true;
				}
			}
			var t:Timer = timers[ pulse ] as Timer;
			if (t) {
				t.stop();
				t.removeEventListener(TimerEvent.TIMER, update);
				delete timers[ pulse ];
				return true;
			}
			return false;
		}
	}
}
\ No newline at end of file
+/**
  * 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 {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.TimerEvent;
	import flash.utils.Dictionary;
	import flash.utils.Timer;
	import flash.utils.getQualifiedClassName;
	import flash.utils.getTimer;
	
	import org.goasap.errors.DuplicateManagerError;
	import org.goasap.interfaces.IManageable;
	import org.goasap.interfaces.IManager;
	import org.goasap.interfaces.IUpdatable;
	import org.goasap.interfaces.ILiveManager;	

	/**
	 * Provides <code>update</code> calls to <code>IUpdatable</code> instances  
on their specified <code>pulseInterval</code>.
	 *
	 * <blockquote><blockquote>
	 * <p><b>Using these Docs</b></p>
	 *
	 * <p><i>Protected methods and properties have been excluded in almost all
	 * cases, but are documented in the classes. Exceptions include key  
protected
	 * methods or properties that are integral for writing subclasses or  
understanding
	 * the basic mechanics of the system. Many Go classes can be used as is  
without
	 * subclassing, so the documentation offers an uncluttered view of their  
public
	 * usage.</i></p>
	 *
	 * <p><b>Introduction to Go</b> <font color="#CC0000">[This section  
updated recently!]</font></p>
	 *
	 * <p>The Go ActionScript Animation Platform ("GOASAP") is a lightweight,  
portable
	 * set of generic base classes for buliding AS3 animation tools. It  
provides structure
	 * and core functionality, but does not define the specifics of  
animation-handling
	 * classes like tweens.</p>
	 *
	 * <p>GoASAP could be broken up into the following general layers:
	 * <ul>
	 * <li><i>Compatibility:</i> In general, this layer can be used in about  
any animation
	 * system. GoEngine, GoEvent, PlayStates and IPlayable.</li>
	 * <li><i>Items:</i> Base classes for utilities and animation items:  
PlayableBase, GoItem,
	 * LinearGo and PhysicsGo.</li>
	 * <li><i>Utilities:</i> You can write utility classes to manage items. Go  
ships with a
	 * few common ones: a parallel item class called PlayableGroup, and  
several Sequence classes.</li>
	 * <li><i>Automation/Management:</i> GoEngine provides a simple,  
centralized and fully extensible
	 * way for you to automate any time-based process and manage multiple  
items at once.</li>
	 * </ul></p>
	 *
	 * <p>GoASAP provides an intentionally loose standard, in that it does not  
intend to limit
	 * the possibilities of what can be built with it. Its primary benefits  
are compatibility and
	 * synchronicity between animation systems, absolute extensibility into  
any time-based process,
	 * and a much faster and easier way to build your own animation tools from  
scratch.</p>
	 *
	 * <p><i>Important: Store your custom Go classes in a package bearing your  
own classpath, not
	 * in the core package! This will help avoid confusion with other authors'  
work.</i></p>
	 *
	 * <p><font size="-2">You may modify any class in the goasap package to  
suit your project's needs. Your input
	 * is valuable! Please join the mailing list and share your Go-based  
animation tools at the
	 * GoPlayground repository. The GoASAP initiative is led by Moses Gunesch  
at
	 * <a href="http://www.mosessupposes.com/"  
target="_top">MosesSupposes.com</a>. Please visit the
	 * <a href="http://www.goasap.org/" target="_top">Go website</a> for more  
information.</font></p>
	 * </blockquote></blockquote>
	 *
	 * <p><b>GoEngine</b> <font color="#CC0000">[This section updated  
recently!]</font></p>
	 *
	 * <p>GoEngine sits at the center of the Go system, and along with the  
IUpdatable
	 * interface is the only required element for using GoASAP. GoEngine  
manages tightly
	 * synchronized item lists, since updating items in groups enhances  
efficiency. An
	 * advantage of GoASAP is that wildly different animation systems can be  
used together
	 * in the same project. Their synchronous updates will remain as efficient  
as possible,
	 * instead of fighting one another for processor cycles.</p>
	 *
	 * <p>GoEngine's default pulse rate is ENTER_FRAME which yields the  
smoothest processing in the
	 * Flash Player. However, it does not run on any one specific pulse.  
Instead, any object that is
	 * IUpdatable may specify its own pulse rate, and items with matching  
pulses are automatically
	 * grouped into update lists for efficiency. On a fine-tuning level,  
GoEngine uses a few other
	 * tricks to try and provide the tightest possible visual synchronization  
for larger batches of
	 * animation items. It passes the clock time at the start of each update  
cycle to each item in
	 * that list, which can be used in place of realtime to counteract any  
offset due to processing
	 * lag during the cycle. Additionally, items that get added <i>during</i>  
an update cycle are
	 * queued until the next update.</p>
	 *
	 * <p>GoASAP's management layer is made up of three interfaces that are  
referenced by GoEngine:
	 * IManager, ILiveManager and IManageable. Managers are always optional in  
GoASAP, and are only
	 * activated by calling <code>GoEngine.addManager()</code>. Managers can  
automate processes
	 * as items are added and removed, such as the included OverlapMonitor  
class which prevents
	 * property conflicts between items, or they can automate "live" processes  
that occur on each
	 * pulse. No live managers are included but an example might be a class  
that re-renders a 3D
	 * viewport after all 3D tweens have been processed. This can of course be  
done without a custom
	 * manager, but by using GoASAP you gain a unique ability to very cleanly  
and simply tie any
	 * custom routines in your project right into your animation processing,  
in perfect sync and
	 * with maximum efficiency.</p>
	 *
	 * <p></i>{In the game of Go, the wooden playing board, or Goban, features  
a grid
	 *  on which black & white go-ishi stones are laid at its  
intersections.}</i></p>
	 *
	 * @see org.goasap.items.LinearGo LinearGo
	 * @see org.goasap.interfaces.IManager IManager
	 * @author Moses Gunesch
	 */
	public class GoEngine
	{
		// -== Constants ==-
		
		public static const INFO:String = "GoASAP 0.5.1d (c) Moses Gunesch, MIT  
Licensed.";
		
		// -== Settable Class Defaults ==-
		
		/**
		 * A pulseInterval that runs on the player's natural framerate,
		 * which is often most efficient.
		 */
		public static const ENTER_FRAME	: int = -1;

		// -== Protected Properties ==-
		
		// Note: Various formats for item data have been experimented with  
including breaking the item lists out into
		// a GoEngineList class, which was nicer-looking but did not perform  
well. Since GoEngine doesn't normally
		// require active work, this less-pretty but efficient flat-data format  
was opted for. A minor weakness of this
		// format is its use of a Dictionary, which means update calls are not  
ordered like they would be with an Array.
		// The Dictionary stores items' pulseInterval values, which is safer than  
relying on items to not change them.
		// Tests also show that Dictionary performs faster than Array for  
accessing and deleting items.
		private static var managerTable : Object = new Object(); // registration  
list of IManager instances
		private static var managers : Array = new Array(); // ordered  
registration list of IManager instances
		private static var liveManagers : uint = 0;
		private static var timers : Dictionary = new Dictionary(false); // key:  
pulseInterval, value: Timer for that pulse
		private static var items : Dictionary = new Dictionary(false); // key:  
IUpdatable item, value: pulseInterval at add.
		private static var itemCounts : Dictionary = new Dictionary(false); //  
key: pulseInterval, value: item count for that pulse
		private static var pulseSprite : Sprite; // used for ENTER_FRAME pulse
		private static var paused : Boolean = false;
		
		// These additional lists enables caching of items that are added during  
the update cycle for the same pulse.
		// This prevents groups & sequences from going out of sync by ensuring  
that each cycle completes before new items are added.
		private static var lockedPulses : Dictionary = new Dictionary(false); //  
key: pulseInterval, value: true
		private static var delayedPulses : Dictionary = new Dictionary(false); //  
key: pulseInterval, value: true
		private static var addQueue : Dictionary = new Dictionary(false); // key:  
IUpdatable item, value: true
		
		// -== Public Class Methods ==-
		
		/**
		 * @param className		A string naming the manager class, such  
as "OverlapMonitor".
		 * @return				The manager instance, if registered.
		 * @see #addManager()
		 * @see #removeManager()
		 */
		public static function getManager(className:String) : IManager
		{
			return managerTable[ className ];
		}
		
		/**
		 * Enables the extending of this class' functionality with a tight
		 * coupling to an IManager.
		 *
		 * <p>Tight coupling is crucial in such a time-sensitive context;
		 * standard events are too asynchronous. All items that implement
		 * IManageable are reported to registered managers as they add and
		 * remove themselves from GoEngine.</p>
		 *
		 * <p>Managers normally act as singletons within the Go system (which
		 * you are welcome to modify). This method throws a DuplicateManagerError
		 * if an instance of the same manager class is already registered. Use a
		 * try/catch block when calling this method if your program might  
duplicate
		 * managers, or use getManager() to check for prior registration.</p>
		 *
		 * @param instance	An instance of a manager you wish to add.
		 * @see #getManager()
		 * @see #removeManager()
		 */
		public static function addManager( instance:IManager ):void
		{
			var className:String = getQualifiedClassName(instance);
			className = className.slice(className.lastIndexOf("::")+2);
			if (managerTable[ className ]) {
				throw new DuplicateManagerError( className );
				return;
			}
			managerTable[ className ] = instance;
			managers.push(instance);
			if (instance is ILiveManager) liveManagers++;
		}
		
		/**
		 * Unregisters any manager set in <code>addManager</code>.
		 *
		 * @param className		A string naming the manager class, such  
as "OverlapMonitor".
		 * @see #getManager()
		 * @see #addManager()
		 */
		public static function removeManager( className:String ):void
		{
			managers.splice(managers.indexOf(managerTable[ className ]), 1);
			if (managerTable[ className ] is ILiveManager)
				liveManagers--;
			delete managerTable[ className ]; // leave last
		}
		
		/**
		 * Test whether an item is currently stored and being updated by the  
engine.
		 *
		 * @param item		Any object implementing IUpdatable
		 * @return			Whether the IUpdatable is in the engine
		 */
		public static function hasItem( item:IUpdatable ):Boolean
		{
			return (items[ item ]!=null);
		}
		
		/**
		 * Adds an IUpdatable instance to an update-queue corresponding to
		 * the item's pulseInterval property.
		 *
		 * @param item		Any object implementing IUpdatable that wishes
		 * 					to receive update calls on a pulse.
		 * 					
		 * @return			Returns false only if this item was already in the
		 * 					engine under the same pulse. (If an existing item is added
		 * 					but the pulseInterval has changed it will be removed,
		 * 					re-added, and true will be returned.)
		 * 					
		 * @see #removeItem()
		 */
		public static function addItem( item:IUpdatable ):Boolean
		{
			// Group items by pulse for efficient update cycles.
			var interval:int = item.pulseInterval;
			if (items[ item ]) {
				if (items[ item ] == item.pulseInterval)
					return false;
				else
					removeItem(item);
			}
			if (lockedPulses[ interval ]==true) { // this prevents items from being  
added during an update loop in progress.
				delayedPulses[ interval ] = true; // flags update to clear the queue  
when the in-progress loop completes.
				addQueue[ item ] = true; // for tightest syncing of item groups, read  
the documentation under GoItem.update().
			}
			items[ item ] = interval; // Tether item to original pulseint. Used in  
removeItem & setPaused(false).
			if (!timers[ interval ]) {
				addPulse( interval );
				itemCounts[ interval ] = 1;
			}
			else {
				itemCounts[ interval ] ++;
			}
			// Report IManageable instances to registered managers
			if (item is IManageable) {
				for each (var manager:IManager in managers)
					manager.reserve( item as IManageable );
			}
			return true;
		}
		
		/**
		 * Removes an item from the queue and removes its pulse timer if
		 * the queue is depleted.
		 *
		 * @param item		Any IUpdatable previously added that wishes
		 * 					to stop receiving update calls.
		 * 					
		 * @return			Returns false if the item was not in the engine.
		 *
		 * @see #addItem()
		 */
		public static function removeItem( item:IUpdatable ):Boolean
		{
			if (items[ item ]==null)
				return false;
			var interval: int = items[ item ];
			if ( -- itemCounts[ interval ] == 0 ) {
				removePulse( interval );
				delete itemCounts[ interval ];
			}
			delete items[ item ];
			delete addQueue[ item ]; // * see note following update
			// Report IManageable item removal to registered managers.
			if (item is IManageable) {
				for each (var manager:IManager in managers)
					manager.release( item as IManageable );
			}
			return true;
		}
		
		/**
		 * Removes all items and resets the engine,
		 * or removes just items running on a specific pulse.
		 *
		 * @param pulseInterval		Optionally filter by a specific pulse
		 * 							such as ENTER_FRAME or a number of milliseconds.
		 * @return					The number of items successfully removed.
		 * @see #removeItem()
		 */
		public static function clear(pulseInterval:Number = NaN) : uint
		{
			var all:Boolean = (isNaN(pulseInterval));
			var n:Number = 0;
			for (var item:Object in items) {
				if (all || items[ item ]==pulseInterval)
					if (removeItem(item as IUpdatable)==true)
						n++;
			}
			return n;
		}
		
		/**
		 * Retrieves number of active items in the engine
		 * or active items running on a specific pulse.
		 *
		 * @param pulseInterval		Optionally filter by a specific pulseInterval
		 *							such as ENTER_FRAME or a number of milliseconds.
		 *
		 * @return					Number of active items in the Engine.
		 */
		public static function getCount(pulseInterval:Number = NaN) : uint
		{
			if (!isNaN(pulseInterval))
				return (itemCounts[pulseInterval]);
			var n:Number = 0;
			for each (var count: int in itemCounts)
				n += count;
			return n;
		}
		
		/**
		 * @return			The paused state of engine.
		 * @see #setPaused()
		 */
		public static function getPaused() : Boolean {
			return paused;
		}
		
		/**
		 * Pauses or resumes all animation globally by suspending processing,
		 * and calls pause() or resume() on each item with those methods.
		 *
		 * <p>The return value only reflects how many items had pause() or  
resume()
		 * called on them, but the GoEngine.getPaused() state will change if any
		 * pulses are suspended or resumed.</p>
		 *
		 * @param pause				Pass false to resume if currently paused.
		 * @param pulseInterval		Optionally filter by a specific pulse
		 * 							such as ENTER_FRAME or a number of milliseconds.
		 * @return					The number of items on which a pause() or resume()
		 * 							method was called (0 doesn't necessarily reflect
		 * 							whether the GoEngine.getPaused() state changed, it
		 * 							may simply indicate that no items had that method).
		 * @see #resume()
		 */
		public static function setPaused(pause:Boolean=true, pulseInterval:Number  
= NaN) : uint
		{
			if (paused==pause) return 0;
			var n:Number = 0;
			var pulseChanged:Boolean = false;
			var all:Boolean = (isNaN(pulseInterval));
			var method:String = (pause ? "pause" : "resume");
			for (var item:Object in items) {
				var pulse:int = (items[item] as int);
				if (all || pulse==pulseInterval) {
					pulseChanged = (pulseChanged || (pause ? removePulse(pulse) :  
addPulse(pulse)));
					// call pause or resume on the item if it has such a method.
					if (item.hasOwnProperty(method)) {
						if (item[method] is Function) {
							item[method].apply(item);
							n++;
						}
					}
				}
			}
			if (pulseChanged)
				paused = pause;
			return n;
		}
		
		// -== Private Class Methods ==-
		
		/**
		 * Executes the update queue corresponding to the dispatcher's interval.
		 *
		 * @param event			TimerEvent or Sprite ENTER_FRAME Event
		 */
		private static function update(event:Event) : void
		{
			var currentTime:Number = getTimer();
			var pulse:int = (event is TimerEvent ? ( event.target as Timer ).delay :  
ENTER_FRAME);
			lockedPulses[ pulse ] = true;
			var doLiveUpdate:Boolean = (liveManagers > 0);
			var updated:Array;
			if (doLiveUpdate) updated = []; // syncs the live manager list to items  
actually updated
			for (var item:* in items) {
				if (items[ item ]==pulse && !addQueue[ item ]) {
					(item as IUpdatable).update(currentTime);
					if (doLiveUpdate) updated.push(item);
				}
			}
			lockedPulses[ pulse ] = false;
			if (delayedPulses[ pulse ]) {
				for (item in addQueue)
					delete addQueue[ item ];
				delete delayedPulses[ pulse ];
			}
// updateAfterEvent() should not be needed as long as items follow  
tight-syncing instructions in GoItem.update() documentation.
//			if (pulse!=ENTER_FRAME) (event as TimerEvent).updateAfterEvent();
			if (doLiveUpdate)
				for each (var manager:Object in managers)
					if (manager is ILiveManager)
						(manager as ILiveManager).onUpdate(pulse, updated, currentTime);  //  
* see note
		}
// * note: In one rare case that has not been reported yet but is  
theoretically possible, the 'updated' list
// passed could contain already-released items. This could only happen if  
the item is removed & released
// just after the main update cycle but before the the doLiveUpdate()  
routine runs. If you encounter this issue
// please report it to the GoASAP mailing list, it's too involved to bother  
with before it's a problem.

		/**
		 * Creates new timers when a previously unused interval is specified,
		 * and tracks the number of items associated with that interval.
		 *
		 * @param pulse			The pulseInterval requested
		 * @return				Whether a pulse was added
		 */
		private static function addPulse(pulse : int) : Boolean
		{
			if (pulse==ENTER_FRAME) {
				if (!pulseSprite) {
					timers[ENTER_FRAME] = pulseSprite = new Sprite();
					pulseSprite.addEventListener(Event.ENTER_FRAME, update);
				}
				return true;
			}
			var t:Timer = timers[ pulse ] as Timer;
			if (!t) {
				t = timers[ pulse ] = new Timer(pulse);
				(timers[ pulse ] as Timer).addEventListener(TimerEvent.TIMER, update);
				t.start();
				return true;
			}
			return false;
		}
		
		/**
		 * Tracks whether a removed item was the last one using a timer
		 * and if so, removes that timer.
		 *
		 * @param pulse			The pulseInterval corresponding to an item being  
removed.
		 * @return				Whether a pulse was removed
		 */
		private static function removePulse(pulse : int) : Boolean
		{
			if (pulse==ENTER_FRAME) {
				if (pulseSprite) {
					pulseSprite.removeEventListener(Event.ENTER_FRAME, update);
					delete timers[ ENTER_FRAME ];
					pulseSprite = null;
					return true;
				}
			}
			var t:Timer = timers[ pulse ] as Timer;
			if (t) {
				t.stop();
				t.removeEventListener(TimerEvent.TIMER, update);
				delete timers[ pulse ];
				return true;
			}
			return false;
		}
	}
}
\ No newline at end of file

Modified: trunk/goasap/src_go/org/goasap/managers/Repeater.as
==============================================================================
--- trunk/goasap/src_go/org/goasap/managers/Repeater.as	(original)
+++ trunk/goasap/src_go/org/goasap/managers/Repeater.as	Fri Sep 19 12:40:07  
2008
@@ -1 +1 @@
-/**
  * Copyright (c) 2008 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.managers {
	import org.goasap.PlayStates;
	import org.goasap.PlayableBase;

	/**
	 * An iterator that can be used by playable items to track repeat play.
	 *
	 * This utility is used by SequenceBase to provide a looping option for
	 * Sequence and SequenceCA. When creating your own Go utilities you can
	 * make use of Repeater, which provides a next() iterator and a skipTo  
helper.
	 */
	public class Repeater {
		
		/**
		 * Makes code more human-readable, like <code>new  
Repeater(Repeater.INFINITE);</code>
		 */
		public static const INFINITE: uint = 0;
		
		/**
		 * Number of times the Repeater will iterate, which can be set to
		 * zero or Repeater.INFINITE for indefinite repeating.
		 */
		public function get cycles() : uint {
			return _cycles;
		}
		public function set cycles(value : uint):void {
			if (unlocked())
				_cycles = value;
		}

		/**
		 * Current cycle starting at 0, which will continue to increase
		 * up to <code>cycles</code> or indefinitely if cycles is set to
		 * Repeater.INFINITE (zero).
		 */
		public function get currentCycle():uint {
			return _currentCycle;
		}
		
		/**
		 * True if cycles is not infinite and currentCycle has reached cycles.
		 */
		public function get done():Boolean {
			return (_currentCycle==_cycles && _cycles!=INFINITE);
		}
		
		/** @private */
		protected var _item : PlayableBase;
		
		/** @private */
		protected var _cycles: uint;
		
		/** @private */
		protected var _currentCycle : uint = 0;
		
		public function Repeater(cycles: uint=1) {
			_cycles = cycles;
		}
		
		/**
		 * @private
		 * For one-time internal use by parent playable item.
		 * When writing playable items that include a repeater,
		 * call this method once during construction or when
		 * the repeater is generated. This allows the repeater
		 * to check the parent item's state and reject calls
		 * to sensitive settings during your item's play.
		 * If you're subclassing Repeater, you can most simply
		 * query the method unlocked() to determine whether the
		 * parent item exists and is stopped.
		 */
		public function setParent(item:PlayableBase):void {
			if (!_item) _item = item;
		}
		
		/**
		 * @private
		 * For internal use by playable items.
		 * Iterates forward to final cycle, and returns false when done.
		 * You may also test this result in advance using hasNext().
		 * @return True if still active, false when done.
		 */
		public function next(): Boolean {
			if (_cycles==INFINITE) {
				_currentCycle++;
				return true;
			}
			
			if (_cycles-_currentCycle>0)
				_currentCycle++;
			
			if (_cycles==_currentCycle)
				return false;

			return true;
		}
		
		/**
		 * @private
		 * For internal use by playable items.
		 * @return False if cycles will be complete on next() call.
		 */
		public function hasNext(): Boolean {
			return (_cycles==INFINITE || _cycles-_currentCycle>1);
		}
		
		/**
		 * @private
		 * For internal use by playable items.
		 * Skips to a new currentCycle and aids playable items by calculating
		 * and returning the new play index.
		 *
		 * @param fullUnit	The tween duration or sequence length
		 * @param amount	The skipTo amount requested which will be normalized
		 * 					to zero if negative, and if cycles are not set to infinite,
		 * 					capped to a maximum value of cycles * fullUnit.
		 * @return	The new play index
		 */
		public function skipTo(fullUnit:Number, amount:Number):Number {
			if (isNaN(fullUnit) || isNaN(amount))
				return 0; // fail on bad inputs
			amount = Math.max(0, amount);
			if (cycles!=INFINITE)
				amount = Math.min(amount, _cycles*fullUnit);
			_currentCycle = Math.floor(amount / fullUnit);
			return amount%fullUnit;
		}
		
		/**
		 * @private
		 * For internal use by playable items.
		 *
		 * Resets current cycle to zero.
		 */
		public function reset(): void {
			_currentCycle = 0;
		}
		
		/** @private */
		protected function unlocked() : Boolean {
			return (!_item || (_item && _item.state==PlayStates.STOPPED));
		}
	}
}
\ No newline at end of file
+/**
  * Copyright (c) 2008 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.managers {
	import org.goasap.PlayStates;
	import org.goasap.PlayableBase;

	/**
	 * An iterator that can be used by playable items to track repeat play.
	 *
	 * This utility is used by SequenceBase to provide a looping option for
	 * Sequence and SequenceCA. When creating your own Go utilities you can
	 * make use of Repeater, which provides a next() iterator and a skipTo  
helper.
	 */
	public class Repeater {
		
		/**
		 * Makes code more human-readable, like <code>new  
Repeater(Repeater.INFINITE);</code>
		 */
		public static const INFINITE: uint = 0;
		
		/**
		 * Number of times the Repeater will iterate, which can be set to
		 * zero or Repeater.INFINITE for indefinite repeating.
		 */
		public function get cycles() : uint {
			return _cycles;
		}
		public function set cycles(value : uint):void {
			if (unlocked())
				_cycles = value;
		}

		/**
		 * Current cycle starting at 0, which will continue to increase
		 * up to <code>cycles</code> or indefinitely if cycles is set to
		 * Repeater.INFINITE (zero).
		 */
		public function get currentCycle():uint {
			return _currentCycle;
		}
		
		/**
		 * True if cycles is not infinite and currentCycle has reached cycles.
		 */
		public function get done():Boolean {
			return (_currentCycle==_cycles && _cycles!=INFINITE);
		}
		
		/** @private */
		protected var _item : PlayableBase;
		
		/** @private */
		protected var _cycles: uint;
		
		/** @private */
		protected var _currentCycle : uint = 0;
		
		public function Repeater(cycles: uint=1) {
			_cycles = cycles;
		}
		
		/**
		 * @private
		 * For one-time internal use by parent playable item.
		 * When writing playable items that include a repeater,
		 * call this method once during construction or when
		 * the repeater is generated. This allows the repeater
		 * to check the parent item's state and reject calls
		 * to sensitive settings during your item's play.
		 * If you're subclassing Repeater, you can most simply
		 * query the method unlocked() to determine whether the
		 * parent item exists and is stopped.
		 */
		public function setParent(item:PlayableBase):void {
			if (!_item) _item = item;
		}
		
		/**
		 * @private
		 * For internal use by playable items.
		 * Iterates forward to final cycle, and returns false when done.
		 * You may also test this result in advance using hasNext().
		 * @return True if still active, false when done.
		 */
		public function next(): Boolean {
			if (_cycles==INFINITE) {
				_currentCycle++;
				return true;
			}
			
			if (_cycles-_currentCycle>0)
				_currentCycle++;
			
			if (_cycles==_currentCycle)
				return false;

			return true;
		}
		
		/**
		 * @private
		 * For internal use by playable items.
		 * @return False if cycles will be complete on next() call.
		 */
		public function hasNext(): Boolean {
			return (_cycles==INFINITE || _cycles-_currentCycle>1);
		}
		
		/**
		 * @private
		 * For internal use by playable items.
		 * Skips to a new currentCycle and aids playable items by calculating
		 * and returning the new play index.
		 *
		 * @param fullUnit	The tween duration or sequence length
		 * @param amount	The skipTo amount requested which will be normalized
		 * 					to zero if negative, and if cycles are not set to infinite,
		 * 					capped to a maximum value of cycles * fullUnit.
		 * @return	The new play index
		 */
		public function skipTo(fullUnit:Number, amount:Number):Number {
			if (isNaN(fullUnit) || isNaN(amount))
				return 0; // fail on bad inputs
			amount = Math.max(0, amount);
			if (_cycles!=INFINITE)
				amount = Math.min(amount, _cycles*fullUnit);
			_currentCycle = Math.floor(amount / fullUnit);
			if (amount%fullUnit==0 && _currentCycle>0) // leave end of cycle in  
current cycle
				_currentCycle--;
			if (amount > fullUnit) // leave end of cycle at fullUnit
				amount = amount%fullUnit;
			return amount;
		}
		
		/**
		 * @private
		 * For internal use by playable items.
		 *
		 * Resets current cycle to zero.
		 */
		public function reset(): void {
			_currentCycle = 0;
		}
		
		/** @private */
		protected function unlocked() : Boolean {
			return (!_item || (_item && _item.state==PlayStates.STOPPED));
		}
	}
}
\ No newline at end of file


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