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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
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 :
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software .
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 __CCARMATURE_H__
# define __CCARMATURE_H__
# include "utils/CCArmatureDefine.h"
# include "CCBone.h"
# include "display/CCBatchNode.h"
# include "animation/CCAnimation.h"
NS_CC_EXT_BEGIN
class CCArmature : public CCNodeRGBA , public CCBlendProtocol
{
public :
/**
* Allocates and initializes a armature .
* @ return A initialized armature which is marked as " autorelease " .
*/
static CCArmature * create ( ) ;
/**
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* Allocates a armature , and use the CCArmatureData named name in CCArmatureDataManager to initializes the armature .
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*
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* @ param name CCArmature will use the name to find to the CCArmatureData to initializes it .
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* @ return A initialized armature which is marked as " autorelease " .
*/
static CCArmature * create ( const char * name ) ;
static CCArmature * create ( const char * name , CCBone * parentBone ) ;
public :
CCArmature ( ) ;
~ CCArmature ( void ) ;
/**
* Init the empty armature
*/
virtual bool init ( ) ;
/**
* Init a armature with specified name
* @ param name CCArmature name
*/
virtual bool init ( const char * name ) ;
virtual bool init ( const char * name , CCBone * parentBone ) ;
/**
* Add a CCBone to this CCArmature ,
*
* @ param bone The CCBone you want to add to CCArmature
* @ param parentName The parent CCBone ' s name you want to add to . If it ' s NULL , then set CCArmature to it ' s parent
*/
virtual void addBone ( CCBone * bone , const char * parentName ) ;
/**
* Get a bone with the specified name
*
* @ param name The bone ' s name you want to get
*/
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virtual CCBone * 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 .
*/
virtual void changeBoneParent ( CCBone * bone , const char * parentName ) ;
/**
* Remove a bone with the specified name . If recursion it will also remove child CCBone recursionly .
*
* @ param bone The bone you want to remove
* @ param recursion Determine whether remove the bone ' s child recursion .
*/
virtual void removeBone ( CCBone * bone , bool recursion ) ;
/**
* Get CCArmature ' s bone dictionary
* @ return CCArmature ' s bone dictionary
*/
CCDictionary * getBoneDic ( ) ;
/**
* This boundingBox will calculate all bones ' boundingBox every time
*/
virtual CCRect boundingBox ( ) ;
CCBone * getBoneAtPoint ( float x , float y ) ;
virtual void visit ( ) ;
virtual void update ( float dt ) ;
virtual void draw ( ) ;
virtual CCAffineTransform nodeToParentTransform ( ) ;
/**
* Set contentsize and Calculate anchor point .
*/
virtual void updateOffsetPoint ( ) ;
inline void setBlendFunc ( ccBlendFunc blendFunc ) { m_sBlendFunc = blendFunc ; }
inline ccBlendFunc getBlendFunc ( void ) { return m_sBlendFunc ; }
protected :
/*
* Used to create CCBone internal
*/
CCBone * createBone ( const char * boneName ) ;
CC_SYNTHESIZE_RETAIN ( CCAnimation * , m_pAnimation , Animation ) ;
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CC_SYNTHESIZE ( CCArmatureData * , m_pArmatureData , CCArmatureData ) ;
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CC_SYNTHESIZE ( CCBatchNode * , m_pBatchNode , BatchNode ) ;
CC_SYNTHESIZE_PASS_BY_REF ( std : : string , m_strName , Name ) ;
CC_SYNTHESIZE ( CCTextureAtlas * , m_pAtlas , TextureAtlas ) ;
CC_SYNTHESIZE ( CCBone * , m_pParentBone , ParentBone ) ;
protected :
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CCDictionary * m_pBoneDic ; //! 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 m_pChindren.
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CCArray * m_pTopBoneList ;
static std : : map < int , CCArmature * > m_sArmatureIndexDic ; //! Use to save armature zorder info,
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ccBlendFunc m_sBlendFunc ; //! It's required for CCTextureProtocol inheritance
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CCPoint m_pOffsetPoint ;
} ;
NS_CC_EXT_END
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# endif /*__CCARMATURE_H__*/