mirror of https://github.com/axmolengine/axmol.git
1. fixes failed to build linux.
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529d43544f
commit
820b8630dc
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@ -84,7 +84,7 @@ ActionObject* ActionManagerEx::getActionByName(const char* jsonName,const char*
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}
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}
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for (unsigned int i=0; i<actionList->count(); i++)
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for (unsigned int i=0; i<actionList->count(); i++)
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{
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{
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ActionObject* action = dynamic_cast<ActionObject*>(actionList->objectAtIndex(i));
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ActionObject* action = dynamic_cast<ActionObject*>(actionList->getObjectAtIndex(i));
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if (strcmp(actionName, action->getName()) == 0)
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if (strcmp(actionName, action->getName()) == 0)
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{
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{
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return action;
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return action;
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@ -87,8 +87,8 @@ void ActionNode::initWithDictionary(cs::JsonDictionary *dic,Object* root)
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float positionY = DICTOOL->getFloatValue_json(actionFrameDic, "positiony");
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float positionY = DICTOOL->getFloatValue_json(actionFrameDic, "positiony");
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ActionMoveFrame* actionFrame = new ActionMoveFrame();
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ActionMoveFrame* actionFrame = new ActionMoveFrame();
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setPosition(CCPointMake(positionX, positionY));
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actionFrame->setPosition(Point(positionX, positionY));
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Array* cActionArray = (Array*)_frameArray->objectAtIndex((int)kKeyframeMove);
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeMove);
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cActionArray->addObject(actionFrame);
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cActionArray->addObject(actionFrame);
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}
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}
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@ -101,7 +101,7 @@ void ActionNode::initWithDictionary(cs::JsonDictionary *dic,Object* root)
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setScaleX(scaleX);
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actionFrame->setScaleX(scaleX);
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actionFrame->setScaleY(scaleY);
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actionFrame->setScaleY(scaleY);
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Array* cActionArray = (Array*)_frameArray->objectAtIndex((int)kKeyframeScale);
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeScale);
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cActionArray->addObject(actionFrame);
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cActionArray->addObject(actionFrame);
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}
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}
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@ -112,7 +112,7 @@ void ActionNode::initWithDictionary(cs::JsonDictionary *dic,Object* root)
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ActionRotationFrame* actionFrame = new ActionRotationFrame();
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ActionRotationFrame* actionFrame = new ActionRotationFrame();
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setRotation(rotation);
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actionFrame->setRotation(rotation);
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Array* cActionArray = (Array*)_frameArray->objectAtIndex((int)kKeyframeRotate);
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeRotate);
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cActionArray->addObject(actionFrame);
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cActionArray->addObject(actionFrame);
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}
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}
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@ -123,7 +123,7 @@ void ActionNode::initWithDictionary(cs::JsonDictionary *dic,Object* root)
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ActionFadeFrame* actionFrame = new ActionFadeFrame();
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ActionFadeFrame* actionFrame = new ActionFadeFrame();
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setOpacity(opacity);
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actionFrame->setOpacity(opacity);
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Array* cActionArray = (Array*)_frameArray->objectAtIndex((int)kKeyframeFade);
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeFade);
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cActionArray->addObject(actionFrame);
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cActionArray->addObject(actionFrame);
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}
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}
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@ -135,8 +135,8 @@ void ActionNode::initWithDictionary(cs::JsonDictionary *dic,Object* root)
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int colorB = DICTOOL->getIntValue_json(actionFrameDic, "colorb");
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int colorB = DICTOOL->getIntValue_json(actionFrameDic, "colorb");
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ActionTintFrame* actionFrame = new ActionTintFrame();
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ActionTintFrame* actionFrame = new ActionTintFrame();
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setColor(ccc3(colorR,colorG,colorB));
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actionFrame->setColor(Color3B(colorR,colorG,colorB));
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Array* cActionArray = (Array*)_frameArray->objectAtIndex((int)kKeyframeTint);
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeTint);
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cActionArray->addObject(actionFrame);
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cActionArray->addObject(actionFrame);
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}
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}
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@ -150,7 +150,7 @@ void ActionNode::initActionNodeFromRoot(Object* root)
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Node* rootNode = dynamic_cast<Node*>(root);
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Node* rootNode = dynamic_cast<Node*>(root);
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if (rootNode != NULL)
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if (rootNode != NULL)
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{
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{
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CCLog("Need a definition of <initActionNodeFromRoot> for gameObject");
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log("Need a definition of <initActionNodeFromRoot> for gameObject");
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}
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}
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else
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else
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{
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{
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@ -222,7 +222,7 @@ void ActionNode::insertFrame(int index, ActionFrame* frame)
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return;
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return;
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}
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}
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int frameType = frame->getFrameType();
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int frameType = frame->getFrameType();
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Array* cArray = (Array*)_frameArray->objectAtIndex(frameType);
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Array* cArray = (Array*)_frameArray->getObjectAtIndex(frameType);
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if (cArray == NULL)
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if (cArray == NULL)
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{
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{
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return;
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return;
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@ -237,7 +237,7 @@ void ActionNode::addFrame(ActionFrame* frame)
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return;
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return;
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}
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}
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int frameType = frame->getFrameType();
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int frameType = frame->getFrameType();
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Array* cArray = (Array*)_frameArray->objectAtIndex(frameType);
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Array* cArray = (Array*)_frameArray->getObjectAtIndex(frameType);
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if (cArray == NULL)
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if (cArray == NULL)
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{
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{
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return;
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return;
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@ -252,7 +252,7 @@ void ActionNode::deleteFrame(ActionFrame* frame)
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return;
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return;
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}
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}
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int frameType = frame->getFrameType();
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int frameType = frame->getFrameType();
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Array* cArray = (Array*)_frameArray->objectAtIndex(frameType);
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Array* cArray = (Array*)_frameArray->getObjectAtIndex(frameType);
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if (cArray == NULL)
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if (cArray == NULL)
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{
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{
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return;
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return;
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@ -277,7 +277,7 @@ Spawn * ActionNode::refreshActionProperty()
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Array* cSpawnArray = Array::create();
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Array* cSpawnArray = Array::create();
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for (int n = 0; n < _frameArrayNum; n++)
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for (int n = 0; n < _frameArrayNum; n++)
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{
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{
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Array* cArray = (Array*)(_frameArray->objectAtIndex(n));
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Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n));
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if (cArray == NULL || cArray->count() <= 0)
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if (cArray == NULL || cArray->count() <= 0)
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{
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{
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continue;
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continue;
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@ -287,13 +287,13 @@ Spawn * ActionNode::refreshActionProperty()
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int frameCount = cArray->count();
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int frameCount = cArray->count();
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for (int i = 0; i < frameCount; i++)
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for (int i = 0; i < frameCount; i++)
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{
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{
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ActionFrame* frame = (ActionFrame*)(cArray->objectAtIndex(i));
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ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(i));
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if (i == 0)
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if (i == 0)
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{
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{
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}
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}
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else
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else
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{
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{
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ActionFrame* srcFrame = (ActionFrame*)(cArray->objectAtIndex(i-1));
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ActionFrame* srcFrame = (ActionFrame*)(cArray->getObjectAtIndex(i-1));
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float duration = (frame->getFrameIndex() - srcFrame->getFrameIndex()) * getUnitTime();
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float duration = (frame->getFrameIndex() - srcFrame->getFrameIndex()) * getUnitTime();
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Action* cAction = frame->getAction(duration);
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Action* cAction = frame->getAction(duration);
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cSequenceArray->addObject(cAction);
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cSequenceArray->addObject(cAction);
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@ -333,7 +333,7 @@ void ActionNode::playAction(bool bloop)
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}
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}
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else
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else
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{
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{
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_action = Sequence::create(_actionSpawn);
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_action = Sequence::create(_actionSpawn, NULL);
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}
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}
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_action->retain();
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_action->retain();
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@ -364,13 +364,13 @@ int ActionNode::getFirstFrameIndex()
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int frameindex = 99999;
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int frameindex = 99999;
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for (int n = 0; n < _frameArrayNum; n++)
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for (int n = 0; n < _frameArrayNum; n++)
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{
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{
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Array* cArray = (Array*)(_frameArray->objectAtIndex(n));
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Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n));
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if (cArray == NULL || cArray->count() <= 0)
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if (cArray == NULL || cArray->count() <= 0)
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{
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{
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continue;
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continue;
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}
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}
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ActionFrame* frame = (ActionFrame*)(cArray->objectAtIndex(0));
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ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(0));
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int iFrameIndex = frame->getFrameIndex();
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int iFrameIndex = frame->getFrameIndex();
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if (frameindex > iFrameIndex)
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if (frameindex > iFrameIndex)
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@ -387,13 +387,13 @@ int ActionNode::getLastFrameIndex()
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int frameindex = -1;
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int frameindex = -1;
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for (int n = 0; n < _frameArrayNum; n++)
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for (int n = 0; n < _frameArrayNum; n++)
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{
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{
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Array* cArray = (Array*)(_frameArray->objectAtIndex(n));
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Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n));
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if (cArray == NULL || cArray->count() <= 0)
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if (cArray == NULL || cArray->count() <= 0)
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{
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{
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continue;
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continue;
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}
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}
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int lastInex = cArray->count() - 1;
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int lastInex = cArray->count() - 1;
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ActionFrame* frame = (ActionFrame*)(cArray->objectAtIndex(lastInex));
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ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(lastInex));
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int iFrameIndex = frame->getFrameIndex();
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int iFrameIndex = frame->getFrameIndex();
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if (frameindex < iFrameIndex)
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if (frameindex < iFrameIndex)
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@ -413,7 +413,7 @@ bool ActionNode::updateActionToTimeLine(float fTime)
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for (int n = 0; n < _frameArrayNum; n++)
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for (int n = 0; n < _frameArrayNum; n++)
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{
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{
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Array* cArray = (Array*)(_frameArray->objectAtIndex(n));
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Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n));
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if (cArray == NULL)
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if (cArray == NULL)
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{
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{
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continue;
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continue;
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@ -421,7 +421,7 @@ bool ActionNode::updateActionToTimeLine(float fTime)
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int frameCount = cArray->count();
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int frameCount = cArray->count();
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for (int i = 0; i < frameCount; i++)
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for (int i = 0; i < frameCount; i++)
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{
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{
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ActionFrame* frame = (ActionFrame*)(cArray->objectAtIndex(i));
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ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(i));
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if (frame->getFrameIndex()*getUnitTime() == fTime)
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if (frame->getFrameIndex()*getUnitTime() == fTime)
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{
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{
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@ -438,7 +438,7 @@ bool ActionNode::updateActionToTimeLine(float fTime)
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}
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}
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else
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else
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{
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{
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srcFrame = (ActionFrame*)(cArray->objectAtIndex(i-1));
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srcFrame = (ActionFrame*)(cArray->getObjectAtIndex(i-1));
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float duration = (frame->getFrameIndex() - srcFrame->getFrameIndex())*getUnitTime();
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float duration = (frame->getFrameIndex() - srcFrame->getFrameIndex())*getUnitTime();
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float delaytime = fTime - srcFrame->getFrameIndex()*getUnitTime();
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float delaytime = fTime - srcFrame->getFrameIndex()*getUnitTime();
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this->easingToFrame(duration,1.0f,srcFrame);
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this->easingToFrame(duration,1.0f,srcFrame);
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@ -23,7 +23,7 @@
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****************************************************************************/
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****************************************************************************/
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#include "CCActionObject.h"
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#include "CCActionObject.h"
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#include "../Json//DictionaryHelper.h"
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#include "../Json/DictionaryHelper.h"
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NS_CC_EXT_BEGIN
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NS_CC_EXT_BEGIN
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@ -70,7 +70,7 @@ void ActionObject::setUnitTime(float fTime)
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int nodeNum = _actionNodeList->count();
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int nodeNum = _actionNodeList->count();
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for ( int i = 0; i < nodeNum; i++ )
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for ( int i = 0; i < nodeNum; i++ )
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{
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{
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ActionNode* actionNode = (ActionNode*)_actionNodeList->objectAtIndex(i);
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ActionNode* actionNode = (ActionNode*)_actionNodeList->getObjectAtIndex(i);
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actionNode->setUnitTime(_fUnitTime);
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actionNode->setUnitTime(_fUnitTime);
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}
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}
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}
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}
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@ -134,7 +134,7 @@ void ActionObject::play()
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int frameNum = _actionNodeList->count();
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int frameNum = _actionNodeList->count();
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for ( int i = 0; i < frameNum; i++ )
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for ( int i = 0; i < frameNum; i++ )
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{
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{
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ActionNode* actionNode = (ActionNode*)_actionNodeList->objectAtIndex(i);
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ActionNode* actionNode = (ActionNode*)_actionNodeList->getObjectAtIndex(i);
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actionNode->playAction( getLoop());
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actionNode->playAction( getLoop());
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}
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}
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}
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}
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@ -150,7 +150,7 @@ void ActionObject::stop()
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for ( int i = 0; i < frameNum; i++ )
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for ( int i = 0; i < frameNum; i++ )
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{
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{
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ActionNode* actionNode = (ActionNode*)_actionNodeList->objectAtIndex(i);
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ActionNode* actionNode = (ActionNode*)_actionNodeList->getObjectAtIndex(i);
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actionNode->stopAction();
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actionNode->stopAction();
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}
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}
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@ -165,7 +165,7 @@ void ActionObject::updateToFrameByTime(float fTime)
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for ( int i = 0; i < nodeNum; i++ )
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for ( int i = 0; i < nodeNum; i++ )
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{
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{
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ActionNode* actionNode = (ActionNode*)_actionNodeList->objectAtIndex(i);
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ActionNode* actionNode = (ActionNode*)_actionNodeList->getObjectAtIndex(i);
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actionNode->updateActionToTimeLine(fTime);
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actionNode->updateActionToTimeLine(fTime);
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}
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}
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@ -8,7 +8,7 @@ using namespace cocos2d::extension;
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SceneEditorTestLayer::~SceneEditorTestLayer()
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SceneEditorTestLayer::~SceneEditorTestLayer()
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{
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{
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armature::ArmatureDataManager::purge();
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armature::ArmatureDataManager::getInstance()->purge();
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SceneReader::getInstance()->purgeSceneReader();
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SceneReader::getInstance()->purgeSceneReader();
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cocos2d::extension::ActionManagerEx::shareManager()->purgeActionManager();
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cocos2d::extension::ActionManagerEx::shareManager()->purgeActionManager();
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cocos2d::extension::UIHelper::instance()->purgeUIHelper();
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cocos2d::extension::UIHelper::instance()->purgeUIHelper();
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