2019-11-23 20:27:39 +08:00
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/****************************************************************************
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2020-10-17 16:32:16 +08:00
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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2019-11-23 20:27:39 +08:00
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http://www.cocos2d-x.org
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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 __CCANIMATION_H__
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#define __CCANIMATION_H__
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2020-10-17 16:32:16 +08:00
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#include "libeditor/CCProcessBase.h"
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#include "libeditor/CCTween.h"
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#include "libeditor/CocosStudioExport.h"
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2019-11-23 20:27:39 +08:00
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#include <queue>
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namespace cocostudio {
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enum MovementEventType
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{
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START,
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COMPLETE,
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LOOP_COMPLETE
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};
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class Armature;
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class Bone;
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typedef void (cocos2d::Ref::*SEL_MovementEventCallFunc)(Armature *, MovementEventType, const std::string&);
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typedef void (cocos2d::Ref::*SEL_FrameEventCallFunc)(Bone *, const std::string&, int, int);
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#define movementEvent_selector(_SELECTOR) (cocostudio::SEL_MovementEventCallFunc)(&_SELECTOR)
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#define frameEvent_selector(_SELECTOR) (cocostudio::SEL_FrameEventCallFunc)(&_SELECTOR)
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struct FrameEvent
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{
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Bone *bone;
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std::string frameEventName;
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int originFrameIndex;
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int currentFrameIndex;
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};
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struct MovementEvent
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{
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Armature *armature;
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MovementEventType movementType;
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std::string movementID;
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};
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2020-10-17 16:32:16 +08:00
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class CCS_DLL ArmatureAnimation : public ProcessBase
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{
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public:
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/**
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* Create with a Armature
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* @param armature The Armature ArmatureAnimation will bind to
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*/
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static ArmatureAnimation *create(Armature *armature);
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public:
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/**
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* @js ctor
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*/
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ArmatureAnimation();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ArmatureAnimation(void);
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/**
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* Init with a Armature
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* @param armature The Armature ArmatureAnimation will bind to
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*/
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virtual bool init(Armature *armature);
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/**
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* Scale animation play speed.
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* This method is deprecated, please use setSpeedScale.
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* @param animationScale Scale value
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*/
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CC_DEPRECATED_ATTRIBUTE virtual void setAnimationScale(float animationScale);
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CC_DEPRECATED_ATTRIBUTE virtual float getAnimationScale() const;
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/**
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* Scale animation play speed.
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* @param animationScale Scale value
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*/
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virtual void setSpeedScale(float speedScale);
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virtual float getSpeedScale() const;
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//! The animation update speed
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CC_DEPRECATED_ATTRIBUTE virtual void setAnimationInternal(float animationInternal) {}
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using ProcessBase::play;
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/**
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* Play animation by animation name.
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*
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* @param animationName The animation name you want to play
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* @param durationTo The frames between two animation changing-over.
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* It's meaning is changing to this animation need how many frames
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*
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* -1 : use the value from MovementData get from flash design panel
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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 flash design panel
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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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virtual void play(const std::string& animationName, int durationTo = -1, int loop = -1);
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/**
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* Play animation by index, the other param is the same to play.
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* @deprecated, please use playWithIndex
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* @param animationIndex the animation index you want to play
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*/
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CC_DEPRECATED_ATTRIBUTE virtual void playByIndex(int animationIndex, int durationTo = -1, int loop = -1);
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virtual void playWithIndex(int animationIndex, int durationTo = -1, int loop = -1);
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virtual void playWithNames(const std::vector<std::string>& movementNames, int durationTo = -1, bool loop = true);
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virtual void playWithIndexes(const std::vector<int>& movementIndexes, int durationTo = -1, bool loop = true);
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/**
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* Go to specified frame and play current movement.
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* You need first switch to the movement you want to play, then call this function.
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*
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* example : playByIndex(0);
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* gotoAndPlay(0);
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* playByIndex(1);
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* gotoAndPlay(0);
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* gotoAndPlay(15);
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*/
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virtual void gotoAndPlay(int frameIndex);
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/**
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* Go to specified frame and pause current movement.
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*/
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virtual void gotoAndPause(int frameIndex);
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/**
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* Pause the Process
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*/
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virtual void pause() override;
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/**
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* Resume the Process
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*/
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virtual void resume() override;
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/**
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* Stop the Process
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*/
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virtual void stop() override;
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/**
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* Get movement count
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*/
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ssize_t getMovementCount() const;
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virtual void update(float dt) override;
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/**
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* Get current movementID
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* @return The name of current movement
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*/
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std::string getCurrentMovementID() const;
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/**
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* Set armature's movement event callback function
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* To disconnect this event, just setMovementEventCallFunc(nullptr, nullptr);
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*/
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CC_DEPRECATED_ATTRIBUTE void setMovementEventCallFunc(cocos2d::Ref *target, SEL_MovementEventCallFunc callFunc);
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/**
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* Set armature's frame event callback function
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* To disconnect this event, just setFrameEventCallFunc(nullptr, nullptr);
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*/
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CC_DEPRECATED_ATTRIBUTE void setFrameEventCallFunc(cocos2d::Ref *target, SEL_FrameEventCallFunc callFunc);
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void setMovementEventCallFunc(std::function<void(Armature *armature, MovementEventType movementType, const std::string& movementID)> listener);
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void setFrameEventCallFunc(std::function<void(Bone *bone, const std::string& frameEventName, int originFrameIndex, int currentFrameIndex)> listener);
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virtual void setAnimationData(AnimationData *data)
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{
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if (_animationData != data)
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{
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CC_SAFE_RETAIN(data);
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CC_SAFE_RELEASE(_animationData);
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_animationData = data;
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}
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}
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virtual AnimationData *getAnimationData() const { return _animationData; }
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/**
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* Returns a user assigned Object
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*
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* Similar to userData, but instead of holding a void* it holds an object
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*
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* @return A user assigned Object
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* @js NA
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* @lua NA
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*/
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virtual Ref* getUserObject() { return _userObject; }
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/**
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* @js NA
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* @lua NA
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*/
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virtual const Ref* getUserObject() const { return _userObject; }
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/**
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* Returns a user assigned Object
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*
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* Similar to UserData, but instead of holding a void* it holds an object.
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* The UserObject will be retained once in this method,
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* and the previous UserObject (if existed) will be release.
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* The UserObject will be released in Node's destructor.
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*
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* @param userObject A user assigned Object
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*/
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virtual void setUserObject(Ref *userObject);
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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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* @js NA
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* @lua NA
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*/
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void updateHandler() override;
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/**
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* Update current key frame, and process auto stop, pause
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* @js NA
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* @lua NA
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*/
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void updateFrameData(float currentPercent);
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/**
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* Emit a frame event
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* @js NA
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* @lua NA
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*/
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void frameEvent(Bone *bone, const std::string& frameEventName, int originFrameIndex, int currentFrameIndex);
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/**
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* Emit a movement event
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*/
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void movementEvent(Armature *armature, MovementEventType movementType, const std::string& movementID);
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void updateMovementList();
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bool isIgnoreFrameEvent() const { return _ignoreFrameEvent; }
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friend class Tween;
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protected:
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//! AnimationData save all MovementDatas this animation used.
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AnimationData *_animationData;
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//! Scale the animation speed
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float _speedScale;
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MovementData *_movementData; //! MovementData save all MovementFrameDatas this animation used.
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Armature *_armature; //! A weak reference of armature
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std::string _movementID; //! Current movement's name
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int _toIndex; //! The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex.
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std::vector<Tween*> _tweenList;
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bool _ignoreFrameEvent;
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std::queue<FrameEvent*> _frameEventQueue;
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std::queue<MovementEvent*> _movementEventQueue;
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std::vector<std::string> _movementList;
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bool _onMovementList;
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bool _movementListLoop;
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unsigned int _movementIndex;
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int _movementListDurationTo;
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cocos2d::Ref *_userObject;
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protected:
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/**
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* MovementEvent CallFunc.
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* @param Armature* a Armature
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* @param MovementEventType, Event Type, like START, COMPLETE.
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* @param const char*, Movement ID, also called Movement Name
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*/
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SEL_MovementEventCallFunc _movementEventCallFunc;
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/**
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* FrameEvent CallFunc.
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* @param Bone*, a Bone
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* @param const char*, the name of this frame event
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* @param int, origin frame index
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* @param int, current frame index, animation may be delayed
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*/
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SEL_FrameEventCallFunc _frameEventCallFunc;
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cocos2d::Ref *_movementEventTarget;
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cocos2d::Ref *_frameEventTarget;
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std::function<void(Armature *armature, MovementEventType movementType, const std::string& movementID)> _movementEventListener;
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std::function<void(Bone *bone, const std::string& frameEventName, int originFrameIndex, int currentFrameIndex)> _frameEventListener;
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};
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}
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#endif /*__CCANIMATION_H__*/
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