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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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 __CC_ANIMATION_H__
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#define __CC_ANIMATION_H__
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#include "platform/CCPlatformConfig.h"
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#include "base/CCRef.h"
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#include "base/CCValue.h"
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#include "base/CCVector.h"
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#include "2d/CCSpriteFrame.h"
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#include <string>
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NS_CC_BEGIN
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class Texture2D;
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class SpriteFrame;
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/**
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* @addtogroup _2d
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* @{
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*/
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/** @class AnimationFrame
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*
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* A frame of the animation. It contains information like:
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* - sprite frame name.
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* - # of delay units.
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* - offset
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@since v2.0
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*/
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class CC_DLL AnimationFrame : public Ref, public Clonable
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{
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public:
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/** @struct DisplayedEventInfo
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* When the animation display,Dispatches the event of UserData.
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*/
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struct DisplayedEventInfo
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{
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Node* target;
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const ValueMap* userInfo;
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};
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/**
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* Creates the animation frame with a spriteframe, number of delay units and a notification user info.
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*
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* @param spriteFrame The animation frame with a spriteframe.
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* @param delayUnits Number of delay units.
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* @param userInfo A notification user info.
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* @since 3.0
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*/
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static AnimationFrame* create(SpriteFrame* spriteFrame, float delayUnits, const ValueMap& userInfo);
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/** Return a SpriteFrameName to be used.
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*
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* @return a SpriteFrameName to be used.
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*/
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SpriteFrame* getSpriteFrame() const { return _spriteFrame; };
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/** Set the SpriteFrame.
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*
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* @param frame A SpriteFrame will be used.
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*/
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void setSpriteFrame(SpriteFrame* frame)
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{
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CC_SAFE_RETAIN(frame);
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CC_SAFE_RELEASE(_spriteFrame);
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_spriteFrame = frame;
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}
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/** Gets the units of time the frame takes.
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*
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* @return The units of time the frame takes.
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*/
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float getDelayUnits() const { return _delayUnits; };
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/** Sets the units of time the frame takes.
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*
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* @param delayUnits The units of time the frame takes.
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*/
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void setDelayUnits(float delayUnits) { _delayUnits = delayUnits; };
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/** @brief Gets user information
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* A AnimationFrameDisplayedNotification notification will be broadcast when the frame is displayed with this
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* dictionary as UserInfo. If UserInfo is nil, then no notification will be broadcast.
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*
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* @return A dictionary as UserInfo
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*/
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const ValueMap& getUserInfo() const { return _userInfo; };
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ValueMap& getUserInfo() { return _userInfo; };
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/** Sets user information.
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* @param userInfo A dictionary as UserInfo.
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*/
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void setUserInfo(const ValueMap& userInfo) { _userInfo = userInfo; }
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// Overrides
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virtual AnimationFrame* clone() const override;
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CC_CONSTRUCTOR_ACCESS :
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/**
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* @js ctor
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*/
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AnimationFrame();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~AnimationFrame();
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/** initializes the animation frame with a spriteframe, number of delay units and a notification user info */
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bool initWithSpriteFrame(SpriteFrame* spriteFrame, float delayUnits, const ValueMap& userInfo);
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protected:
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/** SpriteFrameName to be used */
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SpriteFrame* _spriteFrame;
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/** how many units of time the frame takes */
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float _delayUnits;
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/** A AnimationFrameDisplayedNotification notification will be broadcast when the frame is displayed with this
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* dictionary as UserInfo. If UserInfo is nil, then no notification will be broadcast. */
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ValueMap _userInfo;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(AnimationFrame);
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};
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/** @class Animation
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* A Animation object is used to perform animations on the Sprite objects.
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* The Animation object contains AnimationFrame objects, and a possible delay between the frames.
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* You can animate a Animation object by using the Animate action. Example:
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* @code
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* sprite->runAction(Animate::create(animation));
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* @endcode
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*/
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class CC_DLL Animation : public Ref, public Clonable
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{
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public:
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/** Creates an animation.
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* @since v0.99.5
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*/
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static Animation* create();
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/* Creates an animation with an array of SpriteFrame and a delay between frames in seconds.
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* The frames will be added with one "delay unit".
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* @since v0.99.5
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* @param arrayOfSpriteFrameNames An array of SpriteFrame.
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* @param delay A delay between frames in seconds.
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* @param loops The times the animation is going to loop.
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*/
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static Animation* createWithSpriteFrames(const Vector<SpriteFrame*>& arrayOfSpriteFrameNames,
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float delay = 0.0f,
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unsigned int loops = 1);
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/* Creates an animation with an array of AnimationFrame, the delay per units in seconds and how many times it should
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* be executed.
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* @since v2.0
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* @param arrayOfAnimationFrameNames An animation with an array of AnimationFrame.
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* @param delayPerUnit The delay per units in seconds and how many times it should be executed.
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* @param loops The times the animation is going to loop.
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*/
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static Animation* create(const Vector<AnimationFrame*>& arrayOfAnimationFrameNames,
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float delayPerUnit,
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unsigned int loops = 1);
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/** Adds a SpriteFrame to a Animation.
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*
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* @param frame The frame will be added with one "delay unit".
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*/
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void addSpriteFrame(SpriteFrame* frame);
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/** Adds a frame with an image filename. Internally it will create a SpriteFrame and it will add it.
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* The frame will be added with one "delay unit".
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* Added to facilitate the migration from v0.8 to v0.9.
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* @param filename The path of SpriteFrame.
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*/
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void addSpriteFrameWithFile(std::string_view filename);
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/** Adds a frame with a texture and a rect. Internally it will create a SpriteFrame and it will add it.
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* The frame will be added with one "delay unit".
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* Added to facilitate the migration from v0.8 to v0.9.
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* @param pobTexture A frame with a texture.
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* @param rect The Texture of rect.
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*/
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void addSpriteFrameWithTexture(Texture2D* pobTexture, const Rect& rect);
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/** Gets the total Delay units of the Animation.
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*
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* @return The total Delay units of the Animation.
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*/
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float getTotalDelayUnits() const { return _totalDelayUnits; };
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/** Sets the delay in seconds of the "delay unit".
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*
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* @param delayPerUnit The delay in seconds of the "delay unit".
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*/
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void setDelayPerUnit(float delayPerUnit) { _delayPerUnit = delayPerUnit; };
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/** Gets the delay in seconds of the "delay unit".
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*
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* @return The delay in seconds of the "delay unit".
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*/
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float getDelayPerUnit() const { return _delayPerUnit; };
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/** Gets the duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit.
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*
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* @return Result of totalDelayUnits * delayPerUnit.
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*/
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float getDuration() const;
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/** Gets the array of AnimationFrames.
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*
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* @return The array of AnimationFrames.
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*/
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const Vector<AnimationFrame*>& getFrames() const { return _frames; };
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/** Sets the array of AnimationFrames.
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*
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* @param frames The array of AnimationFrames.
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*/
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void setFrames(const Vector<AnimationFrame*>& frames) { _frames = frames; }
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/** Checks whether to restore the original frame when animation finishes.
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*
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* @return Restore the original frame when animation finishes.
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*/
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bool getRestoreOriginalFrame() const { return _restoreOriginalFrame; };
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/** Sets whether to restore the original frame when animation finishes.
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*
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* @param restoreOriginalFrame Whether to restore the original frame when animation finishes.
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*/
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void setRestoreOriginalFrame(bool restoreOriginalFrame) { _restoreOriginalFrame = restoreOriginalFrame; };
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/** Gets the times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one
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* time, ...
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*
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* @return The times the animation is going to loop.
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*/
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unsigned int getLoops() const { return _loops; };
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/** Sets the times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one
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* time, ...
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*
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* @param loops The times the animation is going to loop.
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*/
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void setLoops(unsigned int loops) { _loops = loops; };
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// overrides
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virtual Animation* clone() const override;
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CC_CONSTRUCTOR_ACCESS : Animation();
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virtual ~Animation();
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/** Initializes a Animation. */
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bool init();
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/** Initializes a Animation with frames and a delay between frames.
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* @since v0.99.5
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*/
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bool initWithSpriteFrames(const Vector<SpriteFrame*>& arrayOfSpriteFrameNames,
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float delay = 0.0f,
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unsigned int loops = 1);
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/** Initializes a Animation with AnimationFrame.
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* @since v2.0
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*/
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bool initWithAnimationFrames(const Vector<AnimationFrame*>& arrayOfAnimationFrameNames,
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float delayPerUnit,
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unsigned int loops);
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protected:
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/** total Delay units of the Animation. */
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float _totalDelayUnits;
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/** Delay in seconds of the "delay unit". */
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float _delayPerUnit;
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/** duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit. */
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float _duration;
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/** array of AnimationFrames. */
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Vector<AnimationFrame*> _frames;
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/** whether or not it shall restore the original frame when the animation finishes. */
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bool _restoreOriginalFrame;
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/** how many times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one
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* time, ... */
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unsigned int _loops;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(Animation);
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};
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// end of sprite_nodes group
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/// @}
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NS_CC_END
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#endif // __CC_ANIMATION_H__
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