2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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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 __CC_ANIMATION_CACHE_H__
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#define __CC_ANIMATION_CACHE_H__
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#include "base/CCRef.h"
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#include "base/CCMap.h"
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#include "base/CCValue.h"
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#include "2d/CCAnimation.h"
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#include <string>
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NS_CC_BEGIN
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class Animation;
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/**
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* @addtogroup _2d
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* @{
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*/
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/** Singleton that manages the Animations.
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It saves in a cache the animations. You should use this class if you want to save your animations in a cache.
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Before v0.99.5, the recommend way was to save them on the Sprite. Since v0.99.5, you should use this class instead.
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@since v0.99.5
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@js cc.animationCache
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*/
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class CC_DLL AnimationCache : public Ref
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{
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public:
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/**
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* @js ctor
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*/
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AnimationCache();
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/**
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* @js NA
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* @lua NA
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*/
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~AnimationCache();
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/** Returns the shared instance of the Animation cache
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@js NA
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*/
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static AnimationCache* getInstance();
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/** Purges the cache. It releases all the Animation objects and the shared instance.
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@js NA
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*/
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static void destroyInstance();
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bool init();
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/** Adds a Animation with a name.
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*
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* @param animation An animation.
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* @param name The name of animation.
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*/
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void addAnimation(Animation* animation, std::string_view name);
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/** Deletes a Animation from the cache.
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*
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* @param name The name of animation.
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*/
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void removeAnimation(std::string_view name);
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/** Returns a Animation that was previously added.
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* If the name is not found it will return nil.
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* You should retain the returned copy if you are going to use it.
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*
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* @return A Animation that was previously added. If the name is not found it will return nil.
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*/
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Animation* getAnimation(std::string_view name);
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/** Adds an animation from an NSDictionary.
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* Make sure that the frames were previously loaded in the SpriteFrameCache.
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* @param dictionary An NSDictionary.
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* @param plist The path of the relative file,it use to find the plist path for load SpriteFrames.
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* @since v1.1
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@js NA
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*/
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void addAnimationsWithDictionary(const ValueMap& dictionary, std::string_view plist);
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/** Adds an animation from a plist file.
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* Make sure that the frames were previously loaded in the SpriteFrameCache.
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* @since v1.1
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* @js addAnimations
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* @lua addAnimations
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* @param plist An animation from a plist file.
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*/
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void addAnimationsWithFile(std::string_view plist);
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private:
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void parseVersion1(const ValueMap& animations);
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void parseVersion2(const ValueMap& animations);
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private:
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Map<std::string, Animation*, hlookup::string_hash, hlookup::equal_to> _animations;
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static AnimationCache* s_sharedAnimationCache;
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};
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// end of sprite_nodes group
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/// @}
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NS_CC_END
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2021-12-25 10:04:45 +08:00
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#endif // __CC_ANIMATION_CACHE_H__
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