axmol/extensions/DragonBones/event/EventObject.h

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/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2018 DragonBones team and other contributors
*
* 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:
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*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
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*
* 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.
*/
#ifndef DRAGONBONES_EVENT_OBJECT_H
#define DRAGONBONES_EVENT_OBJECT_H
#include "../core/BaseObject.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - The properties of the object carry basic information about an event,
* which are passed as parameter or parameter's parameter to event listeners when an event occurs.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
class EventObject : public BaseObject
{
BIND_CLASS_TYPE_A(EventObject);
public:
/**
* - Animation start play.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
static const char* START;
/**
* - Animation loop play complete once.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
static const char* LOOP_COMPLETE;
/**
* - Animation play complete.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
static const char* COMPLETE;
/**
* - Animation fade in start.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
static const char* FADE_IN;
/**
* - Animation fade in complete.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
static const char* FADE_IN_COMPLETE;
/**
* - Animation fade out start.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
static const char* FADE_OUT;
/**
* - Animation fade out complete.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
static const char* FADE_OUT_COMPLETE;
/**
* - Animation frame event.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
static const char* FRAME_EVENT;
/**
* - Animation frame sound event.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
static const char* SOUND_EVENT;
/**
* @internal
*/
static void actionDataToInstance(const ActionData* data, EventObject* instance, Armature* armature);
public:
/**
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* - If is a frame event, the value is used to describe the time that the event was in the animation timeline. (In
* seconds)
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
float time;
/**
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* - The event type
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @version DragonBones 4.5
* @language zh_CN
*/
std::string type;
/**
* - The event name. (The frame event name or the frame sound name)
* @version DragonBones 4.5
* @language en_US
*/
/**
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* - ()
* @version DragonBones 4.5
* @language zh_CN
*/
std::string name;
/**
* - The armature that dispatch the event.
* @see dragonBones.Armature
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @see dragonBones.Armature
* @version DragonBones 4.5
* @language zh_CN
*/
Armature* armature;
/**
* - The bone that dispatch the event.
* @see dragonBones.Bone
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @see dragonBones.Bone
* @version DragonBones 4.5
* @language zh_CN
*/
Bone* bone;
/**
* - The slot that dispatch the event.
* @see dragonBones.Slot
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @see dragonBones.Slot
* @version DragonBones 4.5
* @language zh_CN
*/
Slot* slot;
/**
* - The animation state that dispatch the event.
* @see dragonBones.AnimationState
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @see dragonBones.AnimationState
* @version DragonBones 4.5
* @language zh_CN
*/
AnimationState* animationState;
/**
* @private
*/
const ActionData* actionData;
/**
* - The custom data.
* @see dragonBones.CustomData
* @private
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
* @see dragonBones.CustomData
* @private
* @version DragonBones 5.0
* @language zh_CN
*/
UserData* data;
protected:
virtual void _onClear() override;
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public: // For WebAssembly.
Armature* getArmature() const { return armature; }
Bone* getBone() const { return bone; }
Slot* getSlot() const { return slot; }
AnimationState* getAnimationState() const { return animationState; }
UserData* getData() const { return data; }
};
DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_EVENT_OBJECT_H