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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
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
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LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
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THE SOFTWARE .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef __CCARMATURE_H__
# define __CCARMATURE_H__
# include "utils/CCArmatureDefine.h"
# include "CCBone.h"
# include "display/CCBatchNode.h"
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# include "animation/CCArmatureAnimation.h"
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namespace cocos2d { namespace extension { namespace armature {
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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 ( ) ;
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inline void setBlendFunc ( ccBlendFunc blendFunc ) { _blendFunc = blendFunc ; }
inline ccBlendFunc getBlendFunc ( void ) { return _blendFunc ; }
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protected :
/*
* Used to create CCBone internal
*/
CCBone * createBone ( const char * boneName ) ;
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CC_SYNTHESIZE_RETAIN ( CCArmatureAnimation * , _animation , Animation ) ;
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CC_SYNTHESIZE ( CCArmatureData * , _armatureData , CCArmatureData ) ;
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CC_SYNTHESIZE ( CCBatchNode * , _batchNode , BatchNode ) ;
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CC_SYNTHESIZE_PASS_BY_REF ( std : : string , _name , Name ) ;
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CC_SYNTHESIZE ( CCTextureAtlas * , _atlas , TextureAtlas ) ;
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CC_SYNTHESIZE ( CCBone * , _parentBone , ParentBone ) ;
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protected :
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CCDictionary * _boneDic ; //! 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 _chindren.
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CCArray * _topBoneList ;
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static std : : map < int , CCArmature * > _armatureIndexDic ; //! Use to save armature zorder info,
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ccBlendFunc _blendFunc ; //! It's required for CCTextureProtocol inheritance
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CCPoint _offsetPoint ;
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} ;
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} } } // namespace cocos2d { namespace extension { namespace armature {
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# endif /*__CCARMATURE_H__*/