2013-06-06 12:02:54 +08:00
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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 __CCARMATUREDATAMANAGER_H__
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#define __CCARMATUREDATAMANAGER_H__
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#include "CCArmatureDefine.h"
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#include "../datas/CCDatas.h"
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2013-09-13 18:07:37 +08:00
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NS_CC_EXT_ARMATURE_BEGIN
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/**
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* @brief format and manage armature configuration and armature animation
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*/
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class ArmatureDataManager : public Object
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{
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public:
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/** @deprecated Use getInstance() instead */
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CC_DEPRECATED_ATTRIBUTE static ArmatureDataManager *sharedArmatureDataManager() { return ArmatureDataManager::getInstance(); }
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2013-09-17 23:03:33 +08:00
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/** @deprecated Use destoryInstance() instead */
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CC_DEPRECATED_ATTRIBUTE static void purge() { ArmatureDataManager::destoryInstance(); };
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static ArmatureDataManager *getInstance();
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static void destoryInstance();
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private:
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2013-09-16 14:13:55 +08:00
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/**
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* @js ctor
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*/
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ArmatureDataManager(void);
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/**
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* @js NA
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* @lua NA
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*/
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~ArmatureDataManager(void);
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public:
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2013-08-01 20:55:43 +08:00
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/**
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* Init ArmatureDataManager
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*/
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virtual bool init();
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/**
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* Add armature data
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* @param id The id of the armature data
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* @param armatureData ArmatureData *
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*/
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void addArmatureData(const char *id, ArmatureData *armatureData);
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/**
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* @brief get armature data
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* @param id the id of the armature data you want to get
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* @return ArmatureData *
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*/
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ArmatureData *getArmatureData(const char *id);
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/**
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* @brief remove armature data
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* @param id the id of the armature data you want to get
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*/
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void removeArmatureData(const char *id);
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/**
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* @brief add animation data
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* @param id the id of the animation data
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* @return AnimationData *
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*/
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void addAnimationData(const char *id, AnimationData *animationData);
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/**
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* @brief get animation data from _animationDatas(Dictionary)
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* @param id the id of the animation data you want to get
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* @return AnimationData *
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*/
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AnimationData *getAnimationData(const char *id);
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/**
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* @brief remove animation data
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* @param id the id of the animation data
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*/
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void removeAnimationData(const char *id);
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/**
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* @brief add texture data
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* @param id the id of the texture data
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* @return TextureData *
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*/
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void addTextureData(const char *id, TextureData *textureData);
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/**
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* @brief get texture data
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* @param id the id of the texture data you want to get
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* @return TextureData *
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*/
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TextureData *getTextureData(const char *id);
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/**
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* @brief remove texture data
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* @param id the id of the texture data you want to get
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*/
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void removeTextureData(const char *id);
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2013-06-06 12:02:54 +08:00
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/**
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* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
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*/
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void addArmatureFileInfo(const char *configFilePath);
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/**
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* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
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* It will load data in a new thread
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*/
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void addArmatureFileInfoAsync(const char *configFilePath, Object *target, SEL_SCHEDULE selector);
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/**
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* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
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*/
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void addArmatureFileInfo(const char *imagePath, const char *plistPath, const char *configFilePath);
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/**
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* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
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* It will load data in a new thread
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*/
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void addArmatureFileInfoAsync(const char *imagePath, const char *plistPath, const char *configFilePath, Object *target, SEL_SCHEDULE selector);
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/**
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* @brief Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name
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*/
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void addSpriteFrameFromFile(const char *plistPath, const char *imagePath);
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2013-08-01 20:55:43 +08:00
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/**
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* @brief Clear the data in the _armarureDatas and _animationDatas, and set _armarureDatas and _animationDatas to NULL
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*/
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void removeAll();
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/**
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* @brief Juge whether or not need auto load sprite file
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*/
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bool isAutoLoadSpriteFile();
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Dictionary *getArmatureDatas() const;
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Dictionary *getAnimationDatas() const;
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Dictionary *getTextureDatas() const;
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private:
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/**
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* @brief save amature datas
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* @key std::string
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* @value ArmatureData *
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*/
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Dictionary *_armarureDatas;
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/**
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* @brief save animation datas
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* @key std::string
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* @value AnimationData *
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*/
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Dictionary *_animationDatas;
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2013-08-01 20:55:43 +08:00
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/**
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* @brief save texture datas
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* @key std::string
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* @value TextureData *
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*/
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Dictionary *_textureDatas;
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bool _autoLoadSpriteFile;
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};
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2013-09-13 18:07:37 +08:00
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NS_CC_EXT_ARMATURE_END
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2013-06-07 10:52:32 +08:00
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#endif/*__CCARMATUREDATAMANAGER_H__*/
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