mirror of https://github.com/axmolengine/axmol.git
321 lines
9.3 KiB
C
321 lines
9.3 KiB
C
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/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2012-2018 DragonBones team and other contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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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, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef DRAGONBONES_ANIMATION_CONFIG_H
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#define DRAGONBONES_ANIMATION_CONFIG_H
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#include "../core/BaseObject.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - The animation config is used to describe all the information needed to play an animation state.
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* The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used.
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* @see dragonBones.AnimationState
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* @beta
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD>ȫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><EFBFBD>
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* <EFBFBD><EFBFBD> API <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD>Σ<EFBFBD>ʹ<EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> bug <EFBFBD><EFBFBD><EFBFBD>ȶ<EFBFBD><EFBFBD>Ի<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>⡣
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* @see dragonBones.AnimationState
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* @beta
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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class AnimationConfig : public BaseObject
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{
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BIND_CLASS_TYPE_A(AnimationConfig);
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public:
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/**
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* @private
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*/
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bool pauseFadeOut;
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/**
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* - Fade out the pattern of other animation states when the animation state is fade in.
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* This property is typically used to specify the substitution of multiple animation states blend.
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* @default dragonBones.AnimationFadeOutMode.All
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD>붯<EFBFBD><EFBFBD>״̬ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD>ģʽ<EFBFBD><EFBFBD>
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* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>滻<EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD>
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* @default dragonBones.AnimationFadeOutMode.All
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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AnimationFadeOutMode fadeOutMode;
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/**
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* @private
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*/
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TweenType fadeOutTweenType;
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/**
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* @private
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*/
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float fadeOutTime;
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/**
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* @private
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*/
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bool actionEnabled;
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/**
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* @private
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*/
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bool additiveBlending;
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/**
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* - Whether the animation state has control over the display property of the slots.
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* Sometimes blend a animation state does not want it to control the display properties of the slots,
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* especially if other animation state are controlling the display properties of the slots.
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* @default true
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD>Ƿ<EFBFBD><EFBFBD>Բ<EFBFBD><EFBFBD>۵<EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>п<EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD><EFBFBD>
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* <EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʋ<EFBFBD><EFBFBD>۵<EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԣ<EFBFBD>
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* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD>ڿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
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* @default true
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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bool displayControl;
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/**
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* @private
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*/
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bool pauseFadeIn;
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/**
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* - Whether to reset the objects without animation to the armature pose when the animation state is start to play.
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* This property should usually be set to false when blend multiple animation states.
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* @default true
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* @version DragonBones 5.1
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><EFBFBD><EFBFBD>״̬ʱ<EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD>û<EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>Ǽܳ<EFBFBD>ʼֵ<EFBFBD><EFBFBD>
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* ͨ<EFBFBD><EFBFBD><EFBFBD>ڻ<EFBFBD><EFBFBD>϶<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ʱӦ<EFBFBD>ý<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ false<EFBFBD><EFBFBD>
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* @default true
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* @version DragonBones 5.1
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* @language zh_CN
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*/
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bool resetToPose;
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/**
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* @private
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*/
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TweenType fadeInTweenType;
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/**
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* - The play times. [0: Loop play, [1~N]: Play N times]
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD>Ŵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [0: <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, [1~N]: ѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> N <EFBFBD><EFBFBD>]
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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int playTimes;
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/**
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* - The blend layer.
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* High layer animation state will get the blend weight first.
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* When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned.
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* @readonly
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD>㡣
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* ͼ<EFBFBD><EFBFBD><EFBFBD>ߵĶ<EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD>ء<EFBFBD>
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* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD>ط<EFBFBD><EFBFBD>䳬<EFBFBD><EFBFBD> 1 ʱ<EFBFBD><EFBFBD>ʣ<EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٻ<EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD>ط<EFBFBD><EFBFBD>䡣
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* @readonly
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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int layer;
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/**
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* - The start time of play. (In seconds)
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* @default 0.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD>ŵĿ<EFBFBD>ʼʱ<EFBFBD>䡣 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>
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* @default 0.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float position;
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/**
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* - The duration of play.
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* [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds)
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* @default -1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD>ŵij<EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>䡣
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* [-1: ʹ<EFBFBD>ö<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĭ<EFBFBD><EFBFBD>ֵ, 0: <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֹͣ, (0~N]: <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>] <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>
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* @default -1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float duration;
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/**
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* - The play speed.
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* The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
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* [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
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* @default 1.0
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶȡ<EFBFBD>
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* <EFBFBD><EFBFBD>ֵ<EFBFBD><EFBFBD> {@link dragonBones.Animation#timeScale} <EFBFBD>ǵ<EFBFBD><EFBFBD>ӹ<EFBFBD>ϵ<EFBFBD><EFBFBD>
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* [(-N~0): <EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD>, 0: ֹͣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>, (0~1): <EFBFBD><EFBFBD><EFBFBD>ٲ<EFBFBD><EFBFBD><EFBFBD>, 1: <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, (1~N): <EFBFBD><EFBFBD><EFBFBD>ٲ<EFBFBD><EFBFBD><EFBFBD>]
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* @default 1.0
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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float timeScale;
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/**
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* - The blend weight.
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* @default 1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD>ء<EFBFBD>
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* @default 1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float weight;
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/**
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* - The fade in time.
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* [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds)
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* @default -1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>䡣
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* [-1: ʹ<EFBFBD>ö<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĭ<EFBFBD><EFBFBD>ֵ, [0~N]: <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>] <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>
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* @default -1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float fadeInTime;
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/**
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* - The auto fade out time when the animation state play completed.
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* [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds)
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* @default -1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɺ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>䡣
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* [-1: <EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, [0~N]: <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>] <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>
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* @default -1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float autoFadeOutTime;
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/**
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* - The name of the animation state. (Can be different from the name of the animation data)
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD>ͬ<EFBFBD>ڶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD>
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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std::string name;
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/**
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* - The animation data name.
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD>
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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std::string animation;
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/**
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* - The blend group name of the animation state.
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* This property is typically used to specify the substitution of multiple animation states blend.
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* @readonly
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD>
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* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>滻<EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD>
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* @readonly
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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std::string group;
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/**
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* @private
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*/
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std::vector<std::string> boneMask;
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protected:
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virtual void _onClear() override;
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|
|
|||
|
public:
|
|||
|
/**
|
|||
|
* @private
|
|||
|
*/
|
|||
|
void clear();
|
|||
|
/**
|
|||
|
* @private
|
|||
|
*/
|
|||
|
void copyFrom(AnimationConfig* value);
|
|||
|
/**
|
|||
|
* @private
|
|||
|
*/
|
|||
|
bool containsBoneMask(const std::string& boneName) const;
|
|||
|
/**
|
|||
|
* @private
|
|||
|
*/
|
|||
|
void addBoneMask(Armature* armature, const std::string& boneName, bool recursive);
|
|||
|
/**
|
|||
|
* @private
|
|||
|
*/
|
|||
|
void removeBoneMask(Armature* armature, const std::string& boneName, bool recursive);
|
|||
|
|
|||
|
public: // For WebAssembly.
|
|||
|
int getFadeOutMode() const { return (int)fadeOutMode; }
|
|||
|
void setFadeOutMode(int value) { fadeOutMode = (AnimationFadeOutMode)value; }
|
|||
|
|
|||
|
int getFadeOutTweenType() const { return (int)fadeOutTweenType; }
|
|||
|
void setFadeOutTweenType(int value) { fadeOutTweenType = (TweenType)value; }
|
|||
|
|
|||
|
int getFadeInTweenType() const { return (int)fadeInTweenType; }
|
|||
|
void setFadeInTweenType(int value) { fadeInTweenType = (TweenType)value; }
|
|||
|
};
|
|||
|
|
|||
|
DRAGONBONES_NAMESPACE_END
|
|||
|
#endif // DRAGONBONES_ANIMATION_CONFIG_H
|