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/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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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 __CCPROCESSBASE_H__
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#define __CCPROCESSBASE_H__
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#include "../utils/CCArmatureDefine.h"
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#include "../datas/CCDatas.h"
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NS_CC_EXT_ARMATURE_BEGIN
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enum AnimationType
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{
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SINGLE_FRAME = -4, //! the animation just have one frame
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ANIMATION_NO_LOOP, //! the animation isn't loop
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ANIMATION_TO_LOOP_FRONT, //! the animation loop from front
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ANIMATION_TO_LOOP_BACK, //! the animation loop from back
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ANIMATION_LOOP_FRONT, //! the animation loop from front
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ANIMATION_LOOP_BACK, //! the animation loop from back
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ANIMATION_MAX,
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};
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class ProcessBase : public Object
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{
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public:
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ProcessBase(void);
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~ProcessBase(void);
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/**
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* Play animation by animation name.
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*
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* @param animation It will not used in the ProcessBase Class
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* @param durationTo The frames between two animation changing-over.
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* It's meaning is changing to this animation need how many frames
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*
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* -1 : use the value from MovementData get from flash design panel
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* @param durationTween The frame count you want to play in the game.
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* if _durationTween is 80, then the animation will played 80 frames in a loop
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*
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* -1 : use the value from MovementData get from flash design panel
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*
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* @param loop Whether the animation is loop
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*
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* loop < 0 : use the value from MovementData get from flash design panel
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* loop = 0 : this animation is not loop
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* loop > 0 : this animation is loop
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*
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* @param tweenEasing Tween easing is used for calculate easing effect
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*
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* TWEEN_EASING_MAX : use the value from MovementData get from flash design panel
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* -1 : fade out
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* 0 : line
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* 1 : fade in
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* 2 : fade in and out
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*
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*/
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virtual void play(void *animation, int durationTo, int durationTween, int loop, int tweenEasing);
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/**
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* Pause the Process
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*/
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virtual void pause();
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/**
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* Resume the Process
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*/
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virtual void resume();
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/**
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* Stop the Process
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*/
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virtual void stop();
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virtual void gotoFrame(int frameIndex);
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/**
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* You should never call this function, unless you know what you do
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* Update the Process, include current process, current frame and son on
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*
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* @param The duration since last update
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*/
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virtual void update(float dt);
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virtual int getCurrentFrameIndex();
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protected:
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/**
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* Update(float dt) will call this handler, you can handle your logic here
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*/
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virtual void updateHandler() {};
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protected:
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//! Scale the process speed
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CC_SYNTHESIZE(float, _processScale, ProcessScale);
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//! Set and get whether the aniamtion is pause
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CC_SYNTHESIZE(bool, _isPause, IsPause);
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//! Set and get whether the aniamtion is complete
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CC_SYNTHESIZE(bool, _isComplete, IsComplete);
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//! Set and get whether the aniamtion is playing
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CC_SYNTHESIZE(bool, _isPlaying, IsPlaying);
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//! Current percent this process arrived
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CC_SYNTHESIZE(float, _currentPercent, CurrentPercent);
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//! The raw duration
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CC_SYNTHESIZE(int, _rawDuration, RawDuration);
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//! The animation whether or not loop
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CC_SYNTHESIZE(AnimationType, _loopType, LoopType);
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//! The tween easing effect
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CC_SYNTHESIZE(CCTweenType, _tweenEasing, TweenEasing);
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//! The animation update speed
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CC_SYNTHESIZE(float, _animationInternal, AnimationInternal);
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protected:
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//! The durantion frame count will run
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int _durationTween;
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//! Current frame this process arrived, this frame is tween frame
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float _currentFrame;
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//! Frame index it the time line
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int _curFrameIndex;
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//! Next frame this process need run to
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int m_iNextFrameIndex;
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bool _isLoopBack;
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};
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NS_CC_EXT_ARMATURE_END
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#endif /*__CCPROCESSBASE_H__*/
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