mirror of https://github.com/axmolengine/axmol.git
193 lines
4.9 KiB
C
193 lines
4.9 KiB
C
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/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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 __ActionNODE_H__
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#define __ActionNODE_H__
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#include "editor-support/cocostudio/CCActionFrame.h"
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#include "editor-support/cocostudio/DictionaryHelper.h"
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#include "editor-support/cocostudio/CocosStudioExport.h"
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namespace cocostudio {
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class CocoLoader;
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struct stExpCocoNode;
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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 CC_STUDIO_DLL ActionNode : public cocos2d::Ref
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{
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public:
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/**
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* Default constructor
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*/
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ActionNode();
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/**
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* Default destructor
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*/
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virtual ~ActionNode();
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/**
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* Sets the time interval of frame.
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*
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* @param fTime the time interval of frame
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*/
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void setUnitTime(float fTime);
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/**
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* Gets the time interval of frame.
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*
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* @return fTime the time interval of frame
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*/
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float getUnitTime();
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/**
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* Sets tag for ActionNode
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*
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* @param tag tag of ActionNode
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*/
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void setActionTag(int tag);
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/**
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* Gets tag for ActionNode
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*
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* @return tag tag of ActionNode
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*/
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int getActionTag();
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/**
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* Sets node which will run a action.
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*
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* @param node which will run a action
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*/
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void setObject(cocos2d::Ref* node);
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/**
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* Gets node which will run a action.
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*
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* @return node which will run a action
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*/
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cocos2d::Ref* getObject();
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/**
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* Insets a ActionFrame to ActionNode.
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*
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* @param index the index of ActionFrame
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*
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* @param frame the ActionFrame which will be inserted
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*/
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void insertFrame(int index, ActionFrame* frame);
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/**
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* Pushes back a ActionFrame to ActionNode.
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*
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* @param frame the ActionFrame which will be added
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*/
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void addFrame(ActionFrame* frame);
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/**
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* Remove a ActionFrame from ActionNode.
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*
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* @param frame the ActionFrame which will be removed
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*/
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void deleteFrame(ActionFrame* frame );
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/**
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* Remove all ActionFrames from ActionNode.
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*/
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void clearAllFrame();
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/**
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* Gets index of first ActionFrame.
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*
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* @return index of first ActionFrame
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*/
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int getFirstFrameIndex();
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/**
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* Gets index of last ActionFrame.
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*
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* @return index of last ActionFrame
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*/
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int getLastFrameIndex();
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/**
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* Updates action states to some time.
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*
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* @param fTime the time when need to update
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*/
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virtual bool updateActionToTimeLine(float fTime);
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/**
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* Play the action.
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*/
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virtual void playAction();
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/**
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* Stop the action.
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*/
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virtual void stopAction();
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/*init properties with a json dictionary*/
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virtual void initWithDictionary(const rapidjson::Value& dic, cocos2d::Ref* root);
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virtual void initWithBinary(CocoLoader* cocoLoader, stExpCocoNode* pCocoNode, Ref* root);
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/**
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* Gets if the action is done once time.
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*
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* @return that if the action is done once time
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*/
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virtual bool isActionDoneOnce();
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protected:
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int valueToInt(const std::string& value);
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bool valueToBool(const std::string& value);
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float valueToFloat(const std::string& value);
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int _currentFrameIndex;
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int _destFrameIndex;
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float _fUnitTime;
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int _actionTag;
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cocos2d::Spawn * _actionSpawn;
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cocos2d::Action* _action;
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cocos2d::Ref* _object;
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std::vector<cocos2d::Vector<ActionFrame*>*> _frameArray;
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int _frameArrayNum;
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protected:
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virtual cocos2d::Node* getActionNode();
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virtual cocos2d::Spawn * refreshActionProperty();
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virtual void runAction();
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virtual void initActionNodeFromRoot(cocos2d::Ref* root);
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virtual void easingToFrame(float duration,float delayTime,ActionFrame* srcFrame,ActionFrame* destFrame);
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};
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}
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#endif
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