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/****************************************************************************
Copyright ( c ) 2013 cocos2d - x . org
http : //www.cocos2d-x.org
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
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The above copyright notice and this permission notice shall be included in
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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 __CCARMATURE_H__
# define __CCARMATURE_H__
# include "utils/CCArmatureDefine.h"
# include "CCBone.h"
# include "display/CCBatchNode.h"
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# include "animation/CCArmatureAnimation.h"
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namespace cocos2d { namespace extension { namespace armature {
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class Armature : public NodeRGBA , public BlendProtocol
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{
public :
/**
* Allocates and initializes a armature .
* @ return A initialized armature which is marked as " autorelease " .
*/
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static Armature * create ( ) ;
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/**
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* Allocates a armature , and use the ArmatureData named name in ArmatureDataManager to initializes the armature .
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*
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* @ param name Armature will use the name to find to the ArmatureData to initializes it .
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* @ return A initialized armature which is marked as " autorelease " .
*/
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static Armature * create ( const char * name ) ;
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static Armature * create ( const char * name , Bone * parentBone ) ;
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public :
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Armature ( ) ;
~ Armature ( void ) ;
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/**
* Init the empty armature
*/
virtual bool init ( ) ;
/**
* Init a armature with specified name
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* @ param name Armature name
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*/
virtual bool init ( const char * name ) ;
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virtual bool init ( const char * name , Bone * parentBone ) ;
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/**
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* Add a Bone to this Armature ,
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*
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* @ param bone The Bone you want to add to Armature
* @ param parentName The parent Bone ' s name you want to add to . If it ' s NULL , then set Armature to it ' s parent
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*/
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virtual void addBone ( Bone * bone , const char * parentName ) ;
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/**
* Get a bone with the specified name
*
* @ param name The bone ' s name you want to get
*/
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virtual Bone * getBone ( const char * name ) const ;
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/**
* Change a bone ' s parent with the specified parent name .
*
* @ param bone The bone you want to change parent
* @ param parentName The new parent ' s name .
*/
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virtual void changeBoneParent ( Bone * bone , const char * parentName ) ;
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/**
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* Remove a bone with the specified name . If recursion it will also remove child Bone recursionly .
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*
* @ param bone The bone you want to remove
* @ param recursion Determine whether remove the bone ' s child recursion .
*/
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virtual void removeBone ( Bone * bone , bool recursion ) ;
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/**
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* Get Armature ' s bone dictionary
* @ return Armature ' s bone dictionary
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*/
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Dictionary * getBoneDic ( ) ;
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/**
* This boundingBox will calculate all bones ' boundingBox every time
*/
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virtual Rect boundingBox ( ) ;
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Bone * getBoneAtPoint ( float x , float y ) ;
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virtual void visit ( ) ;
virtual void update ( float dt ) ;
virtual void draw ( ) ;
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virtual AffineTransform nodeToParentTransform ( ) ;
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/**
* Set contentsize and Calculate anchor point .
*/
virtual void updateOffsetPoint ( ) ;
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inline void setBlendFunc ( ccBlendFunc blendFunc ) { _blendFunc = blendFunc ; }
inline ccBlendFunc getBlendFunc ( void ) { return _blendFunc ; }
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protected :
/*
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* Used to create Bone internal
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*/
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Bone * createBone ( const char * boneName ) ;
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CC_SYNTHESIZE_RETAIN ( ArmatureAnimation * , _animation , Animation ) ;
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CC_SYNTHESIZE ( ArmatureData * , _armatureData , ArmatureData ) ;
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CC_SYNTHESIZE ( BatchNode * , _batchNode , BatchNode ) ;
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CC_SYNTHESIZE_PASS_BY_REF ( std : : string , _name , Name ) ;
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CC_SYNTHESIZE ( TextureAtlas * , _atlas , TextureAtlas ) ;
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CC_SYNTHESIZE ( Bone * , _parentBone , ParentBone ) ;
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protected :
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Dictionary * _boneDic ; //! The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from _chindren.
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Array * _topBoneList ;
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static std : : map < int , Armature * > _armatureIndexDic ; //! Use to save armature zorder info,
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ccBlendFunc _blendFunc ; //! It's required for TextureProtocol inheritance
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Point _offsetPoint ;
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} ;
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} } } // namespace cocos2d { namespace extension { namespace armature {
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# endif /*__CCARMATURE_H__*/