2019-11-23 20:27:39 +08:00
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/****************************************************************************
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2019-11-24 23:15:56 +08:00
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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2019-11-23 20:27:39 +08:00
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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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2020-08-03 20:31:47 +08:00
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#include "cocostudio/CCActionFrame.h"
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2019-11-23 20:27:39 +08:00
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#include "2d/CCActionEase.h"
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using namespace cocos2d;
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namespace cocostudio {
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ActionFrame::ActionFrame()
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: _frameType(0)
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, _frameIndex(0)
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, _fTime(0.0f)
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, _easingType(FrameEaseType::LINERAR)
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{
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}
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ActionFrame::~ActionFrame()
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{
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}
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void ActionFrame::setFrameIndex(int index)
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{
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_frameIndex = index;
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}
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int ActionFrame::getFrameIndex()
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{
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return _frameIndex;
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}
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void ActionFrame::setFrameTime(float fTime)
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{
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_fTime = fTime;
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}
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float ActionFrame::getFrameTime()
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{
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return _fTime;
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}
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void ActionFrame::setFrameType(int frameType)
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{
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_frameType = frameType;
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}
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int ActionFrame::getFrameType()
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{
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return _frameType;
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}
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void ActionFrame::setEasingType(int easingType)
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{
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_easingType = (FrameEaseType)easingType;
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}
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int ActionFrame::getEasingType()
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{
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return (int)_easingType;
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}
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ActionInterval* ActionFrame::getAction(float /*fDuration*/)
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{
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log("Need a definition of <getAction> for ActionFrame");
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return nullptr;
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}
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ActionInterval* ActionFrame::getAction(float fDuration, ActionFrame* /*srcFrame*/)
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{
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return this->getAction(fDuration);
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}
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void ActionFrame::setEasingParameter(std::vector<float>& parameter)
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{
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_Parameter.clear();
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for (size_t i = 0; i<parameter.size(); i++)
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{
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_Parameter.push_back(parameter[i]);
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}
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}
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ActionInterval* ActionFrame::getEasingAction(ActionInterval* action)
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{
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if (action == nullptr)
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{
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return nullptr;
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}
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switch (_easingType)
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{
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case FrameEaseType::Custom:
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{
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EaseBezierAction* cAction = EaseBezierAction::create(action);
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cAction->setBezierParamer(_Parameter[0],_Parameter[1],_Parameter[2],_Parameter[3]);
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return cAction;
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}
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break;
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case FrameEaseType::LINERAR:
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return action;
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break;
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case FrameEaseType::SINE_EASEIN:
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return EaseSineIn::create(action);
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break;
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case FrameEaseType::SINE_EASEOUT:
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return EaseSineOut::create(action);
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break;
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case FrameEaseType::SINE_EASEINOUT:
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return EaseSineInOut::create(action);
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break;
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case FrameEaseType::QUAD_EASEIN:
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return EaseQuadraticActionIn::create(action);
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break;
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case FrameEaseType::QUAD_EASEOUT:
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return EaseQuadraticActionOut::create(action);
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break;
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case FrameEaseType::QUAD_EASEINOUT:
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return EaseQuadraticActionInOut::create(action);
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break;
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case FrameEaseType::CUBIC_EASEIN:
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return EaseCubicActionIn::create(action);
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break;
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case FrameEaseType::CUBIC_EASEOUT:
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return EaseCubicActionOut::create(action);
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break;
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case FrameEaseType::CUBIC_EASEINOUT:
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return EaseCubicActionInOut::create(action);
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break;
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case FrameEaseType::QUART_EASEIN:
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return EaseQuarticActionIn::create(action);
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break;
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case FrameEaseType::QUART_EASEOUT:
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return EaseQuadraticActionOut::create(action);
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break;
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case FrameEaseType::QUART_EASEINOUT:
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return EaseQuarticActionInOut::create(action);
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break;
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case FrameEaseType::QUINT_EASEIN:
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return EaseQuinticActionIn::create(action);
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break;
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case FrameEaseType::QUINT_EASEOUT:
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return EaseQuinticActionOut::create(action);
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break;
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case FrameEaseType::QUINT_EASEINOUT:
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return EaseQuinticActionInOut::create(action);
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break;
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case FrameEaseType::EXPO_EASEIN:
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return EaseExponentialIn::create(action);
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break;
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case FrameEaseType::EXPO_EASEOUT:
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return EaseExponentialOut::create(action);
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break;
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case FrameEaseType::EXPO_EASEINOUT:
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return EaseExponentialInOut::create(action);
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break;
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case FrameEaseType::CIRC_EASEIN:
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return EaseCircleActionIn::create(action);
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break;
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case FrameEaseType::CIRC_EASEOUT:
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return EaseCircleActionOut::create(action);
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break;
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case FrameEaseType::CIRC_EASEINOUT:
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return EaseCircleActionInOut::create(action);
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break;
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case FrameEaseType::ELASTIC_EASEIN:
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{
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return EaseElasticIn::create(action);
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}
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break;
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case FrameEaseType::ELASTIC_EASEOUT:
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{
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return EaseElasticOut::create(action);
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}
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break;
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case FrameEaseType::ELASTIC_EASEINOUT:
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{
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return EaseElasticInOut::create(action);
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}
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break;
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case FrameEaseType::BACK_EASEIN:
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return EaseBackIn::create(action);
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break;
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case FrameEaseType::BACK_EASEOUT:
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return EaseBackOut::create(action);
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break;
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case FrameEaseType::BACK_EASEINOUT:
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return EaseBackInOut::create(action);
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break;
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case FrameEaseType::BOUNCE_EASEIN:
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return EaseBounceIn::create(action);
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break;
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case FrameEaseType::BOUNCE_EASEOUT:
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return EaseBounceOut::create(action);
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break;
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case FrameEaseType::BOUNCE_EASEINOUT:
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return EaseBounceInOut::create(action);
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break;
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default:
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return action;
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break;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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ActionMoveFrame::ActionMoveFrame()
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: _position(Vec2(0.0f,0.0f))
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{
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_frameType = (int)kKeyframeMove;
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}
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ActionMoveFrame::~ActionMoveFrame()
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{
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}
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void ActionMoveFrame::setPosition(Vec2 pos)
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{
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_position = pos;
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}
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Vec2 ActionMoveFrame::getPosition()
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{
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return _position;
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}
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ActionInterval* ActionMoveFrame::getAction(float fDuration)
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{
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return this->getEasingAction(MoveTo::create(fDuration,_position));
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}
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//////////////////////////////////////////////////////////////////////////
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ActionScaleFrame::ActionScaleFrame()
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: _scaleX(1.0f)
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, _scaleY(1.0f)
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{
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_frameType = (int)kKeyframeScale;
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}
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ActionScaleFrame::~ActionScaleFrame()
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{
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}
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void ActionScaleFrame::setScaleX(float scaleX)
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{
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_scaleX = scaleX;
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}
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float ActionScaleFrame::getScaleX()
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{
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return _scaleX;
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}
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void ActionScaleFrame::setScaleY(float scaleY)
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{
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_scaleY = scaleY;
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}
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float ActionScaleFrame::getScaleY()
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{
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return _scaleY;
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}
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ActionInterval* ActionScaleFrame::getAction(float fDuration)
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{
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return this->getEasingAction(ScaleTo::create(fDuration,_scaleX,_scaleY));
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}
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ActionRotationFrame::ActionRotationFrame()
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: _rotation(0.0f)
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{
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_frameType = (int)kKeyframeRotate;
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}
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ActionRotationFrame::~ActionRotationFrame()
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{
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}
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void ActionRotationFrame::setRotation(float rotation)
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{
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_rotation = rotation;
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}
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float ActionRotationFrame::getRotation()
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{
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return _rotation;
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}
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ActionInterval* ActionRotationFrame::getAction(float fDuration)
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{
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return this->getEasingAction(RotateTo::create(fDuration,_rotation));
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}
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ActionInterval* ActionRotationFrame::getAction(float fDuration,ActionFrame* srcFrame)
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{
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ActionRotationFrame* srcRotationFrame = static_cast<ActionRotationFrame*>(srcFrame);
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if (srcRotationFrame == nullptr)
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{
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return this->getAction(fDuration);
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}
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else
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{
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float diffRotation = _rotation - srcRotationFrame->_rotation;
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return this->getEasingAction(RotateBy::create(fDuration,diffRotation));
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}
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}
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ActionFadeFrame::ActionFadeFrame()
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: _opacity(255)
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{
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_frameType = (int)kKeyframeFade;
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}
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ActionFadeFrame::~ActionFadeFrame()
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{
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}
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void ActionFadeFrame::setOpacity(int opacity)
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{
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_opacity = opacity;
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}
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int ActionFadeFrame::getOpacity()
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{
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return _opacity;
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}
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ActionInterval* ActionFadeFrame::getAction(float fDuration)
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{
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return this->getEasingAction(FadeTo::create(fDuration,_opacity));
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}
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ActionTintFrame::ActionTintFrame()
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: _color(Color3B(255,255,255))
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{
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_frameType = (int)kKeyframeTint;
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}
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ActionTintFrame::~ActionTintFrame()
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{
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}
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void ActionTintFrame::setColor(Color3B ccolor)
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{
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_color = ccolor;
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}
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Color3B ActionTintFrame::getColor()
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{
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return _color;
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}
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ActionInterval* ActionTintFrame::getAction(float fDuration)
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{
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return this->getEasingAction(TintTo::create(fDuration,_color.r,_color.g,_color.b));
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}
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}
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