axmol/extensions/dragonbones/CCFactory.h

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2019-11-24 23:15:56 +08:00
/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2018 DragonBones team and other contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef DRAGONBONES_CC_FACTORY_H
#define DRAGONBONES_CC_FACTORY_H
#include "editor-support/dragonBones/DragonBonesHeaders.h"
#include "cocos2d.h"
#include "CCArmatureDisplay.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* The Cocos2d factory.
* @version DragonBones 3.0
* @language en_US
*/
/**
* Cocos2d <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
class CCFactory : public BaseFactory
{
DRAGONBONES_DISALLOW_COPY_AND_ASSIGN(CCFactory)
private:
static DragonBones* _dragonBonesInstance;
static CCFactory* _factory;
public:
/**
* A global factory instance that can be used directly.
* @version DragonBones 4.7
* @language en_US
*/
/**
* һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD><EFBFBD>ʹ<EFBFBD>õ<EFBFBD>ȫ<EFBFBD>ֹ<EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @version DragonBones 4.7
* @language zh_CN
*/
static CCFactory* getFactory()
{
if (CCFactory::_factory == nullptr)
{
CCFactory::_factory = new CCFactory();
}
return CCFactory::_factory;
}
protected:
std::string _prevPath;
public:
/**
* @inheritDoc
*/
CCFactory() :
_prevPath()
{
if (_dragonBonesInstance == nullptr)
{
const auto eventManager = CCArmatureDisplay::create();
eventManager->retain();
_dragonBonesInstance = new DragonBones(eventManager);
_dragonBonesInstance->yDown = false;
cocos2d::Director::getInstance()->getScheduler()->schedule(
[&](float passedTime)
{
_dragonBonesInstance->advanceTime(passedTime);
},
this, 0.0f, false, "dragonBonesClock"
);
}
_dragonBones = _dragonBonesInstance;
}
virtual ~CCFactory()
{
clear();
}
protected:
virtual TextureAtlasData* _buildTextureAtlasData(TextureAtlasData* textureAtlasData, void* textureAtlas) const override;
virtual Armature* _buildArmature(const BuildArmaturePackage& dataPackage) const override;
virtual Slot* _buildSlot(const BuildArmaturePackage& dataPackage, const SlotData* slotData, Armature* armature) const override;
public:
virtual DragonBonesData* loadDragonBonesData(const std::string& filePath, const std::string& name = "", float scale = 1.0f);
/**
* - Load and parse a texture atlas data and texture from the local and cache them to the factory.
* @param filePath - The file path of texture atlas data.
* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead)
* @param scale - Specify a scaling value for the map set. (Not scaled by default)
* @returns The TextureAtlasData instance.
* @version DragonBones 4.5
* @example
* <pre>
* factory.loadTextureAtlasData("hero_tex.json");
* </pre>
* @language en_US
*/
/**
* - <EFBFBD>ӱ<EFBFBD><EFBFBD>ؼ<EFBFBD><EFBFBD>ز<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݺ<EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD>
* @param filePath - <EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param name - Ϊ<EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƣ<EFBFBD><EFBFBD>Ա<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƻ<EFBFBD>ȡ<EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>δ<EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD>ø<EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƣ<EFBFBD>
* @param scale - Ϊ<EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>Ĭ<EFBFBD>ϲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
* @returns TextureAtlasData ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @version DragonBones 4.5
* @example
* <pre>
* factory.loadTextureAtlasData("hero_tex.json");
* </pre>
* @language zh_CN
*/
virtual TextureAtlasData* loadTextureAtlasData(const std::string& filePath, const std::string& name = "", float scale = 1.0f);
/**
* - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it.
* The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update.
* @param armatureName - The armature data name.
* @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature)
* @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data)
* @returns The armature display container.
* @version DragonBones 4.5
* @example
* <pre>
* let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
* </pre>
* @language en_US
*/
/**
* - ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> DragonBonesData ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> TextureAtlasData ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>Ǽܣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> {@link #clock} <EFBFBD><EFBFBD><EFBFBD>¸ùǼܡ<EFBFBD>
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> {@link #buildArmature} <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĹǼ<EFBFBD>û<EFBFBD><EFBFBD> WorldClock ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param armatureName - <EFBFBD>Ǽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD>
* @param dragonBonesName - DragonBonesData ʵ<EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>δ<EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD> DragonBonesData ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> DragonBonesData ʵ<EFBFBD><EFBFBD><EFBFBD>а<EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD>ĹǼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>޷<EFBFBD>׼ȷ<EFBFBD>Ĵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD>ĹǼܣ<EFBFBD>
* @param skinName - Ƥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>δ<EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD>Ĭ<EFBFBD>ϵ<EFBFBD>Ƥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD>
* @returns <EFBFBD>Ǽܵ<EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @version DragonBones 4.5
* @example
* <pre>
* let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
* </pre>
* @language zh_CN
*/
virtual CCArmatureDisplay* buildArmatureDisplay(const std::string& armatureName, const std::string& dragonBonesName = "", const std::string& skinName = "", const std::string& textureAtlasName = "") const;
/**
* - Create the display object with the specified texture.
* @param textureName - The texture data name.
* @param textureAtlasName - The texture atlas data name. (Of not set, all texture atlas data will be searched)
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param textureName - <EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD>
* @param textureAtlasName - <EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>δ<EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
virtual cocos2d::Sprite* getTextureDisplay(const std::string& textureName, const std::string& dragonBonesName = "") const;
/**
* - A global sound event manager.
* Sound events can be listened to uniformly from the manager.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - ȫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԴӸù<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͳһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @version DragonBones 4.5
* @language zh_CN
*/
virtual CCArmatureDisplay* getSoundEventManager() const
{
return dynamic_cast<CCArmatureDisplay*>(static_cast<IArmatureProxy*>(_dragonBones->getEventManager()));
}
/**
* Deprecated, please refer to {@link #clock}.
* @deprecated
* @language en_US
*/
/**
* <EFBFBD>ѷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> {@link #clock}<EFBFBD><EFBFBD>
* @deprecated
* @language zh_CN
*/
static WorldClock* getClock()
{
return _dragonBonesInstance->getClock();
}
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_CC_FACTORY_H