axmol/extensions/DragonBones/model/AnimationConfig.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_ANIMATION_CONFIG_H
#define DRAGONBONES_ANIMATION_CONFIG_H
#include "../core/BaseObject.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - The animation config is used to describe all the information needed to play an animation state.
* The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used.
* @see dragonBones.AnimationState
* @beta
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
* API 使 bug
* @see dragonBones.AnimationState
* @beta
* @version DragonBones 5.0
* @language zh_CN
*/
class AnimationConfig : public BaseObject
{
BIND_CLASS_TYPE_A(AnimationConfig);
public:
/**
* @private
*/
bool pauseFadeOut;
/**
* - Fade out the pattern of other animation states when the animation state is fade in.
* This property is typically used to specify the substitution of multiple animation states blend.
* @default dragonBones.AnimationFadeOutMode.All
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
*
* @default dragonBones.AnimationFadeOutMode.All
* @version DragonBones 5.0
* @language zh_CN
*/
AnimationFadeOutMode fadeOutMode;
/**
* @private
*/
TweenType fadeOutTweenType;
/**
* @private
*/
float fadeOutTime;
/**
* @private
*/
bool actionEnabled;
/**
* @private
*/
bool additiveBlending;
/**
* - Whether the animation state has control over the display property of the slots.
* Sometimes blend a animation state does not want it to control the display properties of the slots,
* especially if other animation state are controlling the display properties of the slots.
* @default true
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
*
*
* @default true
* @version DragonBones 5.0
* @language zh_CN
*/
bool displayControl;
/**
* @private
*/
bool pauseFadeIn;
/**
* - Whether to reset the objects without animation to the armature pose when the animation state is start to play.
* This property should usually be set to false when blend multiple animation states.
* @default true
* @version DragonBones 5.1
* @language en_US
*/
/**
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* -
* false
* @default true
* @version DragonBones 5.1
* @language zh_CN
*/
bool resetToPose;
/**
* @private
*/
TweenType fadeInTweenType;
/**
* - The play times. [0: Loop play, [1~N]: Play N times]
* @version DragonBones 3.0
* @language en_US
*/
/**
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* - [0: , [1~N]: N ]
* @version DragonBones 3.0
* @language zh_CN
*/
int playTimes;
/**
* - The blend layer.
* High layer animation state will get the blend weight first.
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* When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight
* assigned.
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
*
* 1
* @readonly
* @version DragonBones 5.0
* @language zh_CN
*/
int layer;
/**
* - The start time of play. (In seconds)
* @default 0.0
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
* @default 0.0
* @version DragonBones 5.0
* @language zh_CN
*/
float position;
/**
* - The duration of play.
* [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds)
* @default -1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
* [-1: 使, 0: , (0~N]: ]
* @default -1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float duration;
/**
* - The play speed.
* The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
* [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
* @default 1.0
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* {@link dragonBones.Animation#timeScale}
* [(-N~0): , 0: , (0~1): , 1: , (1~N): ]
* @default 1.0
* @version DragonBones 3.0
* @language zh_CN
*/
float timeScale;
/**
* - The blend weight.
* @default 1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
* @default 1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float weight;
/**
* - The fade in time.
* [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds)
* @default -1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
* [-1: 使, [0~N]: ]
* @default -1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float fadeInTime;
/**
* - The auto fade out time when the animation state play completed.
* [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds)
* @default -1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
* [-1: , [0~N]: ]
* @default -1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float autoFadeOutTime;
/**
* - The name of the animation state. (Can be different from the name of the animation data)
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
* @version DragonBones 5.0
* @language zh_CN
*/
std::string name;
/**
* - The animation data name.
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
* @version DragonBones 5.0
* @language zh_CN
*/
std::string animation;
/**
* - The blend group name of the animation state.
* This property is typically used to specify the substitution of multiple animation states blend.
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
*
* @readonly
* @version DragonBones 5.0
* @language zh_CN
*/
std::string group;
/**
* @private
*/
std::vector<std::string> boneMask;
protected:
virtual void _onClear() override;
public:
/**
* @private
*/
void clear();
/**
* @private
*/
void copyFrom(AnimationConfig* value);
/**
* @private
*/
bool containsBoneMask(const std::string& boneName) const;
/**
* @private
*/
void addBoneMask(Armature* armature, const std::string& boneName, bool recursive);
/**
* @private
*/
void removeBoneMask(Armature* armature, const std::string& boneName, bool recursive);
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public: // For WebAssembly.
int getFadeOutMode() const { return (int)fadeOutMode; }
void setFadeOutMode(int value) { fadeOutMode = (AnimationFadeOutMode)value; }
int getFadeOutTweenType() const { return (int)fadeOutTweenType; }
void setFadeOutTweenType(int value) { fadeOutTweenType = (TweenType)value; }
int getFadeInTweenType() const { return (int)fadeInTweenType; }
void setFadeInTweenType(int value) { fadeInTweenType = (TweenType)value; }
};
DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_ANIMATION_CONFIG_H