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/****************************************************************************
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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2013-06-06 12:02:54 +08:00
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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2013-06-06 12:02:54 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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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
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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
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCTWEEN_H__
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#define __CCTWEEN_H__
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2023-06-11 13:08:08 +08:00
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#include "ProcessBase.h"
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#include "2d/TweenFunction.h"
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#include "CocosStudioExport.h"
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2021-12-25 10:04:45 +08:00
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namespace cocostudio
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{
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class Bone;
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class ArmatureAnimation;
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using ax::tweenfunc::TweenType;
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2013-11-20 12:04:47 +08:00
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL Tween : public ProcessBase
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{
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public:
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/**
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* Create with a Bone
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* @param bone the Bone Tween will bind to
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*/
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static Tween* create(Bone* bone);
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public:
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Tween(void);
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virtual ~Tween(void);
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/**
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* Init with a Bone
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* @param bone the Bone Tween will bind to
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*/
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virtual bool init(Bone* bone);
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using ProcessBase::play;
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/**
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* Start the Process
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*
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* @param movementBoneData the MovementBoneData include all FrameData
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* @param durationTo the number of frames changing to this animation needs.
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* @param durationTween the number of frames this animation actual last.
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*
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* @param loop whether the animation is loop
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*
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* loop < 0 : use the value from MovementData get from Action Editor
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* loop = 0 : this animation is not loop
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* loop > 0 : this animation is loop
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*
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* @param tweenEasing tween easing is used for calculate easing effect
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*
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* TWEEN_EASING_MAX : use the value from MovementData get from Action Editor
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* -1 : fade out
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* 0 : line
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* 1 : fade in
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* 2 : fade in and out
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*
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*/
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virtual void play(MovementBoneData* movementBoneData, int durationTo, int durationTween, int loop, int tweenEasing);
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inline void setAnimation(ArmatureAnimation* animation) { _animation = animation; }
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inline ArmatureAnimation* getAnimation() const { return _animation; }
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virtual void gotoAndPlay(int frameIndex);
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virtual void gotoAndPause(int frameIndex);
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virtual void setMovementBoneData(MovementBoneData* data) { _movementBoneData = data; }
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virtual const MovementBoneData* getMovementBoneData() const { return _movementBoneData; }
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protected:
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/**
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* Update(float dt) will call this handler, you can handle your logic here
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*/
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virtual void updateHandler();
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/**
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* Calculate which frame arrived, and if current frame have event, then call the event listener
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*/
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virtual float updateFrameData(float currentPercent);
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/**
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* Calculate the between value of _from and _to, and give it to between frame data
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*/
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virtual void setBetween(FrameData* from, FrameData* to, bool limit = true);
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/**
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* According to the percent to calculate current FrameData with tween effect
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*/
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virtual FrameData* tweenNodeTo(float percent, FrameData* node = nullptr);
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/**
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* According to the percent to calculate current color with tween effect
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*/
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virtual void tweenColorTo(float percent, FrameData* node);
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/**
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* Update display index and process the key frame event when arrived a key frame
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*/
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virtual void arriveKeyFrame(FrameData* keyFrameData);
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protected:
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//! A weak reference to the current MovementBoneData. The data is in the data pool
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MovementBoneData* _movementBoneData;
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FrameData* _tweenData; //! The computational tween frame data, //! A weak reference to the Bone's tweenData
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FrameData* _from; //! From frame data, used for calculate between value
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FrameData* _to; //! To frame data, used for calculate between value
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FrameData* _between; //! Between frame data, used for calculate current FrameData(m_pNode) value
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Bone* _bone; //! A weak reference to the Bone
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TweenType _frameTweenEasing; //! Determine which tween effect current frame use
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int _betweenDuration; //! Current key frame will last _betweenDuration frames
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int _totalDuration;
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int _fromIndex; //! The current frame index in FrameList of MovementBoneData, it's different from m_iFrameIndex
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int _toIndex; //! The next frame index in FrameList of MovementBoneData, it's different from m_iFrameIndex
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ArmatureAnimation* _animation;
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bool _passLastFrame; //! If current frame index is more than the last frame's index
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};
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} // namespace cocostudio
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2013-06-07 10:52:32 +08:00
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#endif /*__CCTWEEN_H__*/
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