axmol/extensions/DragonBones/animation/IAnimatable.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:
*
* 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 DRAGONBONES_ANIMATEBLE_H
#define DRAGONBONES_ANIMATEBLE_H
#include "../core/DragonBones.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - Play animation interface. (Both Armature and Wordclock implement the interface)
* Any instance that implements the interface can be added to the Worldclock instance and advance time by Worldclock instance uniformly.
* @see dragonBones.WorldClock
* @see dragonBones.Armature
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӿڡ<EFBFBD> (Armature <EFBFBD><EFBFBD> WordClock <EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD>˸ýӿ<EFBFBD>)
* <EFBFBD>κ<EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD>˴˽ӿڵ<EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD> WorldClock ʵ<EFBFBD><EFBFBD><EFBFBD>У<EFBFBD><EFBFBD><EFBFBD> WorldClock ʵ<EFBFBD><EFBFBD>ͳһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>
* @see dragonBones.WorldClock
* @see dragonBones.Armature
* @version DragonBones 3.0
* @language zh_CN
*/
class IAnimatable
{
ABSTRACT_CLASS(IAnimatable)
public:
/**
* - Advance time.
* @param passedTime - Passed time. (In seconds)
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>
* @param passedTime - ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
virtual void advanceTime(float passedTime) = 0;
/**
* - The Wordclock instance to which the current belongs.
* @example
* TypeScript style, for reference only.
* <pre>
* armature.clock = factory.clock; // Add armature to clock.
* armature.clock = null; // Remove armature from clock.
* </pre>
* @version DragonBones 5.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> WordClock ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @example
* TypeScript <EFBFBD><EFBFBD><EFBFBD>񣬽<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD><EFBFBD><EFBFBD>
* <pre>
* armature.clock = factory.clock; // <20><><EFBFBD>Ǽ<EFBFBD><C7BC><EFBFBD><EFBFBD>ӵ<EFBFBD>ʱ<EFBFBD>ӡ<EFBFBD>
* armature.clock = null; // <20><><EFBFBD>Ǽܴ<C7BC>ʱ<EFBFBD><CAB1><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD>
* </pre>
* @version DragonBones 5.0
* @language zh_CN
*/
virtual WorldClock* getClock() const = 0;
virtual void setClock(WorldClock* value) = 0;
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_ANIMATEBLE_H