axmol/samples/Cpp/TestCpp/Classes/ExtensionsTest/CocoStudioArmatureTest/ArmatureScene.h

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#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include "cocos-ext.h"
#include "../../VisibleRect.h"
#include "../../testBasic.h"
#include "armature/CCArmature.h"
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#if ENABLE_PHYSICS_BOX2D_DETECT
#include "../../Box2DTestBed/GLES-Render.h"
#include "Box2D/Box2D.h"
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
#include "chipmunk.h"
#endif
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class ArmatureTestScene : public TestScene
{
public:
ArmatureTestScene(bool bPortrait = false);
virtual void runThisTest();
// The CallBack for back to the main menu scene
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virtual void MainMenuCallback(Object* pSender);
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};
enum {
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TEST_ASYNCHRONOUS_LOADING = 0,
TEST_COCOSTUDIO_WITH_SKELETON,
TEST_DRAGON_BONES_2_0,
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TEST_PERFORMANCE,
TEST_CHANGE_ZORDER,
TEST_ANIMATION_EVENT,
TEST_PARTICLE_DISPLAY,
TEST_USE_DIFFERENT_PICTURE,
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TEST_BCOLLIDER_DETECTOR,
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TEST_BOUDINGBOX,
TEST_ANCHORPOINT,
TEST_ARMATURE_NESTING,
TEST_LAYER_COUNT
};
class ArmatureTestLayer : public Layer
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{
public:
virtual void onEnter();
virtual void onExit();
virtual std::string title();
virtual std::string subtitle();
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virtual void restartCallback(Object* pSender);
virtual void nextCallback(Object* pSender);
virtual void backCallback(Object* pSender);
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virtual void draw();
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protected:
MenuItemImage *restartItem;
MenuItemImage *nextItem;
MenuItemImage *backItem;
};
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class TestAsynchronousLoading : public ArmatureTestLayer
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{
public:
virtual void onEnter();
virtual std::string title();
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virtual std::string subtitle();
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void dataLoaded(float percent);
};
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class TestCSWithSkeleton : public ArmatureTestLayer
{
virtual void onEnter();
virtual std::string title();
};
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class TestDragonBones20 : public ArmatureTestLayer
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{
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public:
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virtual void onEnter();
virtual std::string title();
};
class TestPerformance : public ArmatureTestLayer
{
public:
~TestPerformance();
virtual void onEnter();
virtual std::string title();
virtual std::string subtitle();
virtual void addArmature(cocostudio::Armature *armature);
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void update(float delta);
int armatureCount;
int frames;
float times;
float lastTimes;
bool generated;
};
class TestChangeZorder : public ArmatureTestLayer
{
virtual void onEnter();
virtual std::string title();
void changeZorder(float dt);
int currentTag;
};
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class TestAnimationEvent : public ArmatureTestLayer
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{
public:
virtual void onEnter();
virtual std::string title();
void animationEvent(cocostudio::Armature *armature, cocostudio::MovementEventType movementType, const char *movementID);
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void callback1();
void callback2();
cocostudio::Armature *armature;
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};
class TestUseMutiplePicture : public ArmatureTestLayer
{
virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
virtual std::string subtitle();
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virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event* event) override;
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int displayIndex;
cocostudio::Armature *armature;
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};
class TestParticleDisplay : public ArmatureTestLayer
{
virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
virtual std::string subtitle();
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virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event* event);
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int animationID;
cocostudio::Armature *armature;
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};
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#if ENABLE_PHYSICS_BOX2D_DETECT
class ContactListener;
class TestColliderDetector : public ArmatureTestLayer
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{
public:
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~TestColliderDetector();
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virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
virtual void draw();
virtual void update(float delta);
void onFrameEvent(cocostudio::Bone *bone, const char *evt, int originFrameIndex, int currentFrameIndex);
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void initWorld();
cocostudio::Armature *armature;
cocostudio::Armature *armature2;
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cocos2d::extension::PhysicsSprite *bullet;
b2World *world;
ContactListener *listener;
GLESDebugDraw *debugDraw;
};
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
class TestColliderDetector : public ArmatureTestLayer
{
public:
~TestColliderDetector();
virtual void onEnter();
virtual void onExit();
virtual std::string title();
virtual void update(float delta);
void onFrameEvent(cocostudio::Bone *bone, const char *evt, int originFrameIndex, int currentFrameIndex);
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void initWorld();
cocostudio::Armature *armature;
cocostudio::Armature *armature2;
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cocos2d::extension::PhysicsSprite *bullet;
cpSpace *space;
static int beginHit(cpArbiter *arb, cpSpace *space, void *unused);
static void endHit(cpArbiter *arb, cpSpace *space, void *unused);
void destroyCPBody(cpBody *body);
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};
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#endif
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class TestBoundingBox : public ArmatureTestLayer
{
public:
virtual void onEnter();
virtual std::string title();
virtual void draw();
cocostudio::Armature *armature;
Rect rect;
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};
class TestAnchorPoint : public ArmatureTestLayer
{
public:
virtual void onEnter();
virtual std::string title();
};
class TestArmatureNesting : public ArmatureTestLayer
{
public:
virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
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virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event* event);
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cocostudio::Armature *armature;
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int weaponIndex;
};
#endif // __HELLOWORLD_SCENE_H__