Merge pull request #12384 from chengstory/GBKToUTF8_v3

GBKToUTF8
This commit is contained in:
pandamicro 2015-06-17 15:09:15 +08:00
commit b1831ea5fb
76 changed files with 831 additions and 831 deletions

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -33,26 +33,26 @@ namespace cocostudio {
enum FrameType
{
kKeyframeMove = 0,
kKeyframeScale,
kKeyframeRotate,
kKeyframeTint,
kKeyframeFade,
kKeyframeMax
kKeyframeMove = 0,
kKeyframeScale,
kKeyframeRotate,
kKeyframeTint,
kKeyframeFade,
kKeyframeMax
};
enum class FrameEaseType
{
Custom = -1,
Custom = -1,
LINERAR = 0,
LINERAR = 0,
SINE_EASEIN,
SINE_EASEOUT,
SINE_EASEINOUT,
SINE_EASEOUT,
SINE_EASEINOUT,
QUAD_EASEIN,
QUAD_EASEOUT,
QUAD_EASEOUT,
QUAD_EASEINOUT,
CUBIC_EASEIN,
@ -64,7 +64,7 @@ enum class FrameEaseType
QUART_EASEINOUT,
QUINT_EASEIN,
QUINT_EASEOUT,
QUINT_EASEOUT,
QUINT_EASEINOUT,
EXPO_EASEIN,
@ -87,7 +87,7 @@ enum class FrameEaseType
BOUNCE_EASEOUT,
BOUNCE_EASEINOUT,
TWEEN_EASING_MAX = 10000
TWEEN_EASING_MAX = 10000
};
/**
* @js NA
@ -98,113 +98,113 @@ class CC_STUDIO_DLL ActionFrame: public cocos2d::Ref
public:
/**
* Default constructor
*/
ActionFrame();
/**
* Default constructor
*/
ActionFrame();
/**
* Default destructor
*/
virtual ~ActionFrame();
/**
* Default destructor
*/
virtual ~ActionFrame();
/**
* Changes the index of action frame
*
* @param index the index of action frame
*/
void setFrameIndex(int index);
/**
* Changes the index of action frame
*
* @param index the index of action frame
*/
void setFrameIndex(int index);
/**
* Gets the index of action frame
*
* @return the index of action frame
*/
int getFrameIndex();
/**
* Gets the index of action frame
*
* @return the index of action frame
*/
int getFrameIndex();
/**
* Changes the time of action frame
*
* @param fTime the time of action frame
*/
void setFrameTime(float fTime);
/**
* Changes the time of action frame
*
* @param fTime the time of action frame
*/
void setFrameTime(float fTime);
/**
* Gets the time of action frame
*
* @return fTime the time of action frame
*/
float getFrameTime();
/**
* Gets the time of action frame
*
* @return fTime the time of action frame
*/
float getFrameTime();
/**
* Changes the type of action frame
*
* @param frameType the type of action frame
*/
void setFrameType(int frameType);
/**
* Changes the type of action frame
*
* @param frameType the type of action frame
*/
void setFrameType(int frameType);
/**
* Gets the type of action frame
*
* @return the type of action frame
*/
int getFrameType();
/**
* Gets the type of action frame
*
* @return the type of action frame
*/
int getFrameType();
/**
* Changes the easing type.
*
* @param easingType the easing type.
*/
void setEasingType(int easingType);
/**
* Changes the easing type.
*
* @param easingType the easing type.
*/
void setEasingType(int easingType);
/**
* Gets the easing type.
*
* @return the easing type.
*/
int getEasingType();
/**
* Gets the easing type.
*
* @return the easing type.
*/
int getEasingType();
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @parame duration the source ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration,ActionFrame* srcFrame);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @parame duration the source ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration,ActionFrame* srcFrame);
/**
*Set the ActionInterval easing parameter.
*
*@parame parameter the parameter for frame ease
*
*/
virtual void setEasingParameter(std::vector<float>& parameter);
/**
*Set the ActionInterval easing parameter.
*
*@parame parameter the parameter for frame ease
*
*/
virtual void setEasingParameter(std::vector<float>& parameter);
protected:
/**
* Gets the Easing Action of ActionFrame.
*
* @parame action the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getEasingAction(cocos2d::ActionInterval* action);
/**
* Gets the Easing Action of ActionFrame.
*
* @parame action the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getEasingAction(cocos2d::ActionInterval* action);
protected:
int _frameType;
int _frameIndex;
float _fTime;
FrameEaseType _easingType;
std::vector<float> _Parameter;
int _frameType;
int _frameIndex;
float _fTime;
FrameEaseType _easingType;
std::vector<float> _Parameter;
};
/**
@ -215,38 +215,38 @@ class CC_STUDIO_DLL ActionMoveFrame:public ActionFrame
{
public:
/**
* Default constructor
*/
ActionMoveFrame();
/**
* Default constructor
*/
ActionMoveFrame();
/**
* Default destructor
*/
virtual ~ActionMoveFrame();
/**
* Default destructor
*/
virtual ~ActionMoveFrame();
/**
* Changes the move action position.
*
* @param the move action position.
*/
void setPosition(cocos2d::Vec2 pos);
/**
* Changes the move action position.
*
* @param the move action position.
*/
void setPosition(cocos2d::Vec2 pos);
/**
* Gets the move action position.
*
* @return the move action position.
*/
cocos2d::Vec2 getPosition();
/**
* Gets the move action position.
*
* @return the move action position.
*/
cocos2d::Vec2 getPosition();
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
protected:
cocos2d::Vec2 _position;
};
@ -259,55 +259,55 @@ class CC_STUDIO_DLL ActionScaleFrame:public ActionFrame
{
public:
/**
* Default constructor
*/
ActionScaleFrame();
/**
* Default constructor
*/
ActionScaleFrame();
/**
* Default destructor
*/
virtual ~ActionScaleFrame();
/**
* Default destructor
*/
virtual ~ActionScaleFrame();
/**
* Changes the scale action scaleX.
*
* @param the scale action scaleX.
*/
void setScaleX(float scaleX);
/**
* Changes the scale action scaleX.
*
* @param the scale action scaleX.
*/
void setScaleX(float scaleX);
/**
* Gets the scale action scaleX.
*
* @return the scale action scaleX.
*/
float getScaleX();
/**
* Gets the scale action scaleX.
*
* @return the scale action scaleX.
*/
float getScaleX();
/**
* Changes the scale action scaleY.
*
* @param rotation the scale action scaleY.
*/
void setScaleY(float scaleY);
/**
* Changes the scale action scaleY.
*
* @param rotation the scale action scaleY.
*/
void setScaleY(float scaleY);
/**
* Gets the scale action scaleY.
*
* @return the the scale action scaleY.
*/
float getScaleY();
/**
* Gets the scale action scaleY.
*
* @return the the scale action scaleY.
*/
float getScaleY();
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
protected:
float _scaleX;
float _scaleY;
float _scaleX;
float _scaleY;
};
/**
* @js NA
@ -317,50 +317,50 @@ class CC_STUDIO_DLL ActionRotationFrame:public ActionFrame
{
public:
/**
* Default constructor
*/
ActionRotationFrame();
/**
* Default constructor
*/
ActionRotationFrame();
/**
* Default destructor
*/
virtual ~ActionRotationFrame();
/**
* Default destructor
*/
virtual ~ActionRotationFrame();
/**
* Changes rotate action rotation.
*
* @param rotation rotate action rotation.
*/
void setRotation(float rotation);
/**
* Changes rotate action rotation.
*
* @param rotation rotate action rotation.
*/
void setRotation(float rotation);
/**
* Gets the rotate action rotation.
*
* @return the rotate action rotation.
*/
float getRotation();
/**
* Gets the rotate action rotation.
*
* @return the rotate action rotation.
*/
float getRotation();
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @parame duration the source ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration,ActionFrame* srcFrame);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @parame duration the source ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration,ActionFrame* srcFrame);
public:
float _rotation;
float _rotation;
};
/**
* @js NA
@ -370,40 +370,40 @@ class CC_STUDIO_DLL ActionFadeFrame:public ActionFrame
{
public:
/**
* Default constructor
*/
ActionFadeFrame();
/**
* Default constructor
*/
ActionFadeFrame();
/**
* Default destructor
*/
virtual ~ActionFadeFrame();
/**
* Default destructor
*/
virtual ~ActionFadeFrame();
/**
* Changes the fade action opacity.
*
* @param opacity the fade action opacity
*/
void setOpacity(int opacity);
/**
* Changes the fade action opacity.
*
* @param opacity the fade action opacity
*/
void setOpacity(int opacity);
/**
* Gets the fade action opacity.
*
* @return the fade action opacity.
*/
int getOpacity();
/**
* Gets the fade action opacity.
*
* @return the fade action opacity.
*/
int getOpacity();
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
protected:
float _opacity;
float _opacity;
};
/**
* @js NA
@ -414,40 +414,40 @@ class CC_STUDIO_DLL ActionTintFrame:public ActionFrame
public:
/**
* Default constructor
*/
ActionTintFrame();
/**
* Default constructor
*/
ActionTintFrame();
/**
* Default destructor
*/
virtual ~ActionTintFrame();
/**
* Default destructor
*/
virtual ~ActionTintFrame();
/**
* Changes the tint action color.
*
* @param ccolor the tint action color
*/
void setColor(cocos2d::Color3B ccolor);
/**
* Changes the tint action color.
*
* @param ccolor the tint action color
*/
void setColor(cocos2d::Color3B ccolor);
/**
* Gets the tint action color.
*
* @return the tint action color.
*/
cocos2d::Color3B getColor();
/**
* Gets the tint action color.
*
* @return the tint action color.
*/
cocos2d::Color3B getColor();
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
/**
* Gets the ActionInterval of ActionFrame.
*
* @parame duration the duration time of ActionFrame
*
* @return ActionInterval
*/
virtual cocos2d::ActionInterval* getAction(float duration);
protected:
cocos2d::Color3B _color;
cocos2d::Color3B _color;
};
}

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -32,25 +32,25 @@ namespace cocostudio {
enum FrameEasingType
{
kframeEasingInstant,
kframeEasingInstant,
kframeEasingLinear,
kframeEasingLinear,
kframeEasingCubicIn,
kframeEasingCubicOut,
kframeEasingCubicInOut,
kframeEasingCubicIn,
kframeEasingCubicOut,
kframeEasingCubicInOut,
kframeEasingElasticIn,
kframeEasingElasticOut,
kframeEasingElasticInOut,
kframeEasingElasticIn,
kframeEasingElasticOut,
kframeEasingElasticInOut,
kframeEasingBounceIn,
kframeEasingBounceOut,
kframeEasingBounceInOut,
kframeEasingBounceIn,
kframeEasingBounceOut,
kframeEasingBounceInOut,
kframeEasingBackIn,
kframeEasingBackOut,
kframeEasingBackInOut,
kframeEasingBackIn,
kframeEasingBackOut,
kframeEasingBackInOut,
};
/**
@ -60,15 +60,15 @@ enum FrameEasingType
class CC_STUDIO_DLL ActionFrameEasing:public cocos2d::Ref
{
protected:
FrameEasingType _type;
float _fValue;
FrameEasingType _type;
float _fValue;
public:
ActionFrameEasing();
virtual ~ActionFrameEasing();
ActionFrameEasing();
virtual ~ActionFrameEasing();
float bounceTime(float t);
float bounceTime(float t);
float easeValue(float t);
float easeValue(float t);
};
}

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -38,89 +38,89 @@ class CC_STUDIO_DLL ActionManagerEx:public cocos2d::Ref
{
public:
/**
* Default constructor
* @js ctor
*/
ActionManagerEx();
/**
* Default constructor
* @js ctor
*/
ActionManagerEx();
/**
* Default destructor
* @js NA
* @lua NA
*/
virtual ~ActionManagerEx();
/**
* Default destructor
* @js NA
* @lua NA
*/
virtual ~ActionManagerEx();
/**
* Gets the static instance of ActionManager.
* @js getInstance
* @lua getInstance
*/
static ActionManagerEx* getInstance();
/**
* Gets the static instance of ActionManager.
* @js getInstance
* @lua getInstance
*/
static ActionManagerEx* getInstance();
/**
* Purges ActionManager point.
* @js purge
* @lua destroyActionManager
*/
static void destroyInstance();
/**
* Purges ActionManager point.
* @js purge
* @lua destroyActionManager
*/
static void destroyInstance();
/**
* Gets an ActionObject with a name.
*
* @param jsonName UI file name
*
* @param actionName action name in the UI file.
*
* @return ActionObject which named as the param name
*/
ActionObject* getActionByName(const char* jsonName,const char* actionName);
/**
* Gets an ActionObject with a name.
*
* @param jsonName UI file name
*
* @param actionName action name in the UI file.
*
* @return ActionObject which named as the param name
*/
ActionObject* getActionByName(const char* jsonName,const char* actionName);
/**
* Play an Action with a name.
*
* @param jsonName UI file name
*
* @param actionName action name in teh UIfile.
*
* @return ActionObject which named as the param name
*/
ActionObject* playActionByName(const char* jsonName,const char* actionName);
/**
* Play an Action with a name.
*
* @param jsonName UI file name
*
* @param actionName action name in teh UIfile.
*
* @return ActionObject which named as the param name
*/
ActionObject* playActionByName(const char* jsonName,const char* actionName);
/**
* Play an Action with a name.
*
* @param jsonName UI file name
*
* @param actionName action name in teh UIfile.
*
* @param func ui action call back
*/
ActionObject* playActionByName(const char* jsonName,const char* actionName, cocos2d::CallFunc* func);
/**
* Play an Action with a name.
*
* @param jsonName UI file name
*
* @param actionName action name in teh UIfile.
*
* @param func ui action call back
*/
ActionObject* playActionByName(const char* jsonName,const char* actionName, cocos2d::CallFunc* func);
/**
* Stop an Action with a name.
*
* @param jsonName UI file name
*
* @param actionName action name in teh UIfile.
*
* @return ActionObject which named as the param name
*/
ActionObject* stopActionByName(const char* jsonName,const char* actionName);
/**
* Stop an Action with a name.
*
* @param jsonName UI file name
*
* @param actionName action name in teh UIfile.
*
* @return ActionObject which named as the param name
*/
ActionObject* stopActionByName(const char* jsonName,const char* actionName);
/*init properties with json dictionay*/
void initWithDictionary(const char* jsonName,const rapidjson::Value &dic, Ref* root);
void initWithBinary(const char* file, Ref* root, CocoLoader* cocoLoader, stExpCocoNode* pCocoNode);
/*init properties with json dictionay*/
void initWithDictionary(const char* jsonName,const rapidjson::Value &dic, Ref* root);
void initWithBinary(const char* file, Ref* root, CocoLoader* cocoLoader, stExpCocoNode* pCocoNode);
/**
* Release all actions.
*
*/
void releaseActions();
/**
* Release all actions.
*
*/
void releaseActions();
protected:
std::unordered_map<std::string, cocos2d::Vector<ActionObject*>> _actionDic;
std::unordered_map<std::string, cocos2d::Vector<ActionObject*>> _actionDic;
};
}

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -41,149 +41,149 @@ class CC_STUDIO_DLL ActionNode : public cocos2d::Ref
{
public:
/**
* Default constructor
*/
ActionNode();
/**
* Default constructor
*/
ActionNode();
/**
* Default destructor
*/
virtual ~ActionNode();
/**
* Sets the time interval of frame.
*
* @param fTime the time interval of frame
*/
void setUnitTime(float fTime);
/**
* Default destructor
*/
virtual ~ActionNode();
/**
* Sets the time interval of frame.
*
* @param fTime the time interval of frame
*/
void setUnitTime(float fTime);
/**
* Gets the time interval of frame.
*
* @return fTime the time interval of frame
*/
float getUnitTime();
/**
* Sets tag for ActionNode
*
* @param tag tag of ActionNode
*/
void setActionTag(int tag);
/**
* Gets the time interval of frame.
*
* @return fTime the time interval of frame
*/
float getUnitTime();
/**
* Sets tag for ActionNode
*
* @param tag tag of ActionNode
*/
void setActionTag(int tag);
/**
* Gets tag for ActionNode
*
* @return tag tag of ActionNode
*/
int getActionTag();
/**
* Gets tag for ActionNode
*
* @return tag tag of ActionNode
*/
int getActionTag();
/**
* Sets node which will run a action.
*
* @param node which will run a action
*/
void setObject(cocos2d::Ref* node);
/**
* Sets node which will run a action.
*
* @param node which will run a action
*/
void setObject(cocos2d::Ref* node);
/**
* Gets node which will run a action.
*
* @return node which will run a action
*/
cocos2d::Ref* getObject();
/**
* Gets node which will run a action.
*
* @return node which will run a action
*/
cocos2d::Ref* getObject();
/**
* Insets a ActionFrame to ActionNode.
*
* @param index the index of ActionFrame
*
* @param frame the ActionFrame which will be inserted
*/
void insertFrame(int index, ActionFrame* frame);
/**
* Insets a ActionFrame to ActionNode.
*
* @param index the index of ActionFrame
*
* @param frame the ActionFrame which will be inserted
*/
void insertFrame(int index, ActionFrame* frame);
/**
* Pushs back a ActionFrame to ActionNode.
*
* @param frame the ActionFrame which will be added
*/
void addFrame(ActionFrame* frame);
/**
* Pushs back a ActionFrame to ActionNode.
*
* @param frame the ActionFrame which will be added
*/
void addFrame(ActionFrame* frame);
/**
* Remove a ActionFrame from ActionNode.
*
* @param frame the ActionFrame which will be removed
*/
void deleteFrame(ActionFrame* frame );
/**
* Remove a ActionFrame from ActionNode.
*
* @param frame the ActionFrame which will be removed
*/
void deleteFrame(ActionFrame* frame );
/**
* Remove all ActionFrames from ActionNode.
*/
void clearAllFrame();
/**
* Remove all ActionFrames from ActionNode.
*/
void clearAllFrame();
/**
* Gets index of first ActionFrame.
*
* @return index of first ActionFrame
*/
int getFirstFrameIndex();
/**
* Gets index of first ActionFrame.
*
* @return index of first ActionFrame
*/
int getFirstFrameIndex();
/**
* Gets index of last ActionFrame.
*
* @return index of last ActionFrame
*/
int getLastFrameIndex();
/**
* Gets index of last ActionFrame.
*
* @return index of last ActionFrame
*/
int getLastFrameIndex();
/**
* Updates action states to some time.
*
* @param fTime the time when need to update
*/
virtual bool updateActionToTimeLine(float fTime);
/**
* Updates action states to some time.
*
* @param fTime the time when need to update
*/
virtual bool updateActionToTimeLine(float fTime);
/**
* Play the action.
*/
virtual void playAction();
/**
* Play the action.
*/
virtual void playAction();
/**
* Stop the action.
*/
virtual void stopAction();
/**
* Stop the action.
*/
virtual void stopAction();
/*init properties with a json dictionary*/
virtual void initWithDictionary(const rapidjson::Value& dic, cocos2d::Ref* root);
virtual void initWithBinary(CocoLoader* cocoLoader, stExpCocoNode* pCocoNode, Ref* root);
/*init properties with a json dictionary*/
virtual void initWithDictionary(const rapidjson::Value& dic, cocos2d::Ref* root);
virtual void initWithBinary(CocoLoader* cocoLoader, stExpCocoNode* pCocoNode, Ref* root);
/**
* Gets if the action is done once time.
*
* @return that if the action is done once time
*/
virtual bool isActionDoneOnce();
/**
* Gets if the action is done once time.
*
* @return that if the action is done once time
*/
virtual bool isActionDoneOnce();
protected:
int valueToInt(const std::string& value);
bool valueToBool(const std::string& value);
float valueToFloat(const std::string& value);
int _currentFrameIndex;
int _destFrameIndex;
int _currentFrameIndex;
int _destFrameIndex;
float _fUnitTime;
float _fUnitTime;
int _actionTag;
cocos2d::Spawn * _actionSpawn;
cocos2d::Action* _action;
cocos2d::Ref* _object;
int _actionTag;
cocos2d::Spawn * _actionSpawn;
cocos2d::Action* _action;
cocos2d::Ref* _object;
std::vector<cocos2d::Vector<ActionFrame*>*> _frameArray;
int _frameArrayNum;
std::vector<cocos2d::Vector<ActionFrame*>*> _frameArray;
int _frameArrayNum;
protected:
virtual cocos2d::Node* getActionNode();
virtual cocos2d::Spawn * refreshActionProperty();
virtual void runAction();
virtual void initActionNodeFromRoot(cocos2d::Ref* root);
virtual void easingToFrame(float duration,float delayTime,ActionFrame* srcFrame,ActionFrame* destFrame);
virtual cocos2d::Node* getActionNode();
virtual cocos2d::Spawn * refreshActionProperty();
virtual void runAction();
virtual void initActionNodeFromRoot(cocos2d::Ref* root);
virtual void easingToFrame(float duration,float delayTime,ActionFrame* srcFrame,ActionFrame* destFrame);
};
}

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -43,148 +43,148 @@ class CC_STUDIO_DLL ActionObject : public cocos2d::Ref
{
public:
/**
* Default constructor
*/
ActionObject();
/**
* Default constructor
*/
ActionObject();
/**
* Default destructor
*/
virtual ~ActionObject();
/**
* Default destructor
*/
virtual ~ActionObject();
/**
* Sets name for object
*
* @param name name of object
*/
void setName(const char* name);
/**
* Sets name for object
*
* @param name name of object
*/
void setName(const char* name);
/**
* Gets name of object
*
* @return name of object
*/
const char* getName();
/**
* Gets name of object
*
* @return name of object
*/
const char* getName();
/**
* Sets if the action will loop play.
*
* @param bLoop that if the action will loop play
*/
void setLoop(bool bLoop);
/**
* Sets if the action will loop play.
*
* @param bLoop that if the action will loop play
*/
void setLoop(bool bLoop);
/**
* Gets if the action will loop play.
*
* @return that if the action will loop play
*/
bool getLoop();
/**
* Gets if the action will loop play.
*
* @return that if the action will loop play
*/
bool getLoop();
/**
* Sets the time interval of frame.
*
* @param fTime the time interval of frame
*/
void setUnitTime(float fTime);
/**
* Sets the time interval of frame.
*
* @param fTime the time interval of frame
*/
void setUnitTime(float fTime);
/**
* Gets the time interval of frame.
*
* @return the time interval of frame
*/
float getUnitTime();
/**
* Gets the time interval of frame.
*
* @return the time interval of frame
*/
float getUnitTime();
/**
* Sets the current time of frame.
*
* @param fTime the current time of frame
*/
void setCurrentTime(float fTime);
/**
* Sets the current time of frame.
*
* @param fTime the current time of frame
*/
void setCurrentTime(float fTime);
/**
* Gets the current time of frame.
*
* @return the current time of frame
*/
float getCurrentTime();
/**
* Gets the current time of frame.
*
* @return the current time of frame
*/
float getCurrentTime();
/**
* Gets the total time of frame.
*
* @return the total time of frame
*/
float getTotalTime();
/**
* Gets the total time of frame.
*
* @return the total time of frame
*/
float getTotalTime();
/**
* Return if the action is playing.
*
* @return true if the action is playing, false the otherwise
*/
bool isPlaying();
/**
* Return if the action is playing.
*
* @return true if the action is playing, false the otherwise
*/
bool isPlaying();
/**
* Play the action.
*/
void play();
/**
* Play the action.
*/
void play();
/**
* Play the action.
*
* @param func Action Call Back
*/
void play(cocos2d::CallFunc* func);
/**
* Play the action.
*
* @param func Action Call Back
*/
void play(cocos2d::CallFunc* func);
/**
* Pause the action.
*/
void pause();
/**
* Pause the action.
*/
void pause();
/**
* Stop the action.
*/
void stop();
/**
* Stop the action.
*/
void stop();
/**
* Adds a ActionNode to play the action.
*
* @param node the ActionNode which will play the action
*/
void addActionNode(ActionNode* node);
/**
* Adds a ActionNode to play the action.
*
* @param node the ActionNode which will play the action
*/
void addActionNode(ActionNode* node);
/**
* Removes a ActionNode which play the action.
*
* @param node the ActionNode which play the action
*/
void removeActionNode(ActionNode* node);
/**
* Removes a ActionNode which play the action.
*
* @param node the ActionNode which play the action
*/
void removeActionNode(ActionNode* node);
/*update frame method*/
void updateToFrameByTime(float fTime);
/*update frame method*/
void updateToFrameByTime(float fTime);
/*init properties with a json dictionary*/
void initWithDictionary(const rapidjson::Value& dic, cocos2d::Ref* root);
/*init properties with a json dictionary*/
void initWithDictionary(const rapidjson::Value& dic, cocos2d::Ref* root);
void initWithBinary(CocoLoader* cocoLoader, stExpCocoNode* pCocoNode, cocos2d::Ref* root);
void initWithBinary(CocoLoader* cocoLoader, stExpCocoNode* pCocoNode, cocos2d::Ref* root);
/*scheduler update function*/
void simulationActionUpdate(float dt);
/*scheduler update function*/
void simulationActionUpdate(float dt);
protected:
int valueToInt(const std::string& value);
bool valueToBool(const std::string& value);
float valueToFloat(const std::string& value);
cocos2d::Vector<ActionNode*> _actionNodeList;
std::string _name;
bool _loop;
bool _bPause;
bool _bPlaying;
float _fUnitTime;
float _currentTime;
cocos2d::Scheduler *_pScheduler;
cocos2d::CallFunc *_CallBack;
float _fTotalTime;
cocos2d::Vector<ActionNode*> _actionNodeList;
std::string _name;
bool _loop;
bool _bPause;
bool _bPlaying;
float _fUnitTime;
float _currentTime;
cocos2d::Scheduler *_pScheduler;
cocos2d::CallFunc *_CallBack;
float _fTotalTime;
};
}

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -176,7 +176,7 @@ public:
* @lua NA
*/
inline const cocos2d::BlendFunc &getBlendFunc(void) const override{ return _blendFunc; }
/**
* Set contentsize and Calculate anchor point.

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -75,7 +75,7 @@ public:
*/
static ArmatureAnimation *create(Armature *armature);
public:
/**
/**
* @js ctor
*/
ArmatureAnimation();
@ -275,13 +275,13 @@ protected:
//! Scale the animation speed
float _speedScale;
MovementData *_movementData; //! MovementData save all MovementFrameDatas this animation used.
MovementData *_movementData; //! MovementData save all MovementFrameDatas this animation used.
Armature *_armature; //! A weak reference of armature
Armature *_armature; //! A weak reference of armature
std::string _movementID; //! Current movment's name
std::string _movementID; //! Current movment's name
int _toIndex; //! The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex.
int _toIndex; //! The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex.
cocos2d::Vector<Tween*> _tweenList;

View File

@ -40,12 +40,12 @@ struct RelativeData
};
/**
* @brief format and manage armature configuration and armature animation
* @brief format and manage armature configuration and armature animation
*/
class CC_STUDIO_DLL ArmatureDataManager : public cocos2d::Ref
{
public:
/** @deprecated Use getInstance() instead */
/** @deprecated Use getInstance() instead */
CC_DEPRECATED_ATTRIBUTE static ArmatureDataManager *sharedArmatureDataManager() { return ArmatureDataManager::getInstance(); }
/** @deprecated Use destoryInstance() instead */
@ -55,7 +55,7 @@ public:
static void destroyInstance();
private:
/**
/**
* @js ctor
*/
ArmatureDataManager(void);
@ -80,82 +80,82 @@ public:
void addArmatureData(const std::string& id, ArmatureData *armatureData, const std::string& configFilePath = "");
/**
* @brief get armature data
* @param id the id of the armature data you want to get
* @return ArmatureData *
* @brief get armature data
* @param id the id of the armature data you want to get
* @return ArmatureData *
*/
ArmatureData *getArmatureData(const std::string& id);
/**
* @brief remove armature data
* @param id the id of the armature data you want to get
* @brief remove armature data
* @param id the id of the armature data you want to get
*/
void removeArmatureData(const std::string& id);
/**
* @brief add animation data
* @param id the id of the animation data
* @brief add animation data
* @param id the id of the animation data
* @return AnimationData *
*/
void addAnimationData(const std::string& id, AnimationData *animationData, const std::string& configFilePath = "");
/**
* @brief get animation data from _animationDatas(Dictionary)
* @param id the id of the animation data you want to get
* @brief get animation data from _animationDatas(Dictionary)
* @param id the id of the animation data you want to get
* @return AnimationData *
*/
AnimationData *getAnimationData(const std::string& id);
/**
* @brief remove animation data
* @param id the id of the animation data
* @brief remove animation data
* @param id the id of the animation data
*/
void removeAnimationData(const std::string& id);
/**
* @brief add texture data
* @param id the id of the texture data
* @brief add texture data
* @param id the id of the texture data
* @return TextureData *
*/
void addTextureData(const std::string& id, TextureData *textureData, const std::string& configFilePath = "");
/**
* @brief get texture data
* @param id the id of the texture data you want to get
* @brief get texture data
* @param id the id of the texture data you want to get
* @return TextureData *
*/
TextureData *getTextureData(const std::string& id);
/**
* @brief remove texture data
* @param id the id of the texture data you want to get
* @brief remove texture data
* @param id the id of the texture data you want to get
*/
void removeTextureData(const std::string& id);
/**
* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
*/
void addArmatureFileInfo(const std::string& configFilePath);
/**
* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
* It will load data in a new thread
* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
* It will load data in a new thread
*/
void addArmatureFileInfoAsync(const std::string& configFilePath, cocos2d::Ref *target, cocos2d::SEL_SCHEDULE selector);
/**
* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
*/
void addArmatureFileInfo(const std::string& imagePath, const std::string& plistPath, const std::string& configFilePath);
/**
* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
* It will load data in a new thread
* @brief Add ArmatureFileInfo, it is managed by ArmatureDataManager.
* It will load data in a new thread
*/
void addArmatureFileInfoAsync(const std::string& imagePath, const std::string& plistPath, const std::string& configFilePath, cocos2d::Ref *target, cocos2d::SEL_SCHEDULE selector);
/**
* @brief Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name
* @brief Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name
*/
void addSpriteFrameFromFile(const std::string& plistPath, const std::string& imagePath, const std::string& configFilePath = "");
@ -163,7 +163,7 @@ public:
/**
* @brief Juge whether or not need auto load sprite file
* @brief Juge whether or not need auto load sprite file
*/
bool isAutoLoadSpriteFile();
@ -177,23 +177,23 @@ protected:
RelativeData *getRelativeData(const std::string& configFilePath);
private:
/**
* @brief save amature datas
* @key std::string
* @value ArmatureData *
* @brief save amature datas
* @key std::string
* @value ArmatureData *
*/
cocos2d::Map<std::string, ArmatureData*> _armarureDatas;
/**
* @brief save animation datas
* @key std::string
* @value AnimationData *
* @brief save animation datas
* @key std::string
* @value AnimationData *
*/
cocos2d::Map<std::string, AnimationData*> _animationDatas;
/**
* @brief save texture datas
* @key std::string
* @value TextureData *
* @brief save texture datas
* @key std::string
* @value TextureData *
*/
cocos2d::Map<std::string, TextureData*> _textureDatas;

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -40,7 +40,7 @@ class CC_STUDIO_DLL BatchNode : public cocos2d::Node
public:
static BatchNode *create();
public:
/**
/**
* @js ctor
*/
BatchNode();

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -101,7 +101,7 @@ public:
/**
* Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent
* @param child the child you want to add
* @param child the child you want to add
*/
void addChildBone(Bone *child);
@ -130,7 +130,7 @@ public:
/**
* Removes a child Bone
* @param bone the bone you want to remove
* @param bone the bone you want to remove
*/
void removeChildBone(Bone *bone, bool recursion);
@ -227,20 +227,20 @@ protected:
DisplayManager *_displayManager;
/*
* When Armature play an animation, if there is not a MovementBoneData of this bone in this MovementData, this bone will be hidden.
* Set IgnoreMovementBoneData to true, then this bone will also be shown.
* When Armature play an animation, if there is not a MovementBoneData of this bone in this MovementData, this bone will be hidden.
* Set IgnoreMovementBoneData to true, then this bone will also be shown.
*/
bool _ignoreMovementBoneData;
cocos2d::BlendFunc _blendFunc;
bool _blendDirty;
Tween *_tween; //! Calculate tween effect
Tween *_tween; //! Calculate tween effect
//! Used for making tween effect in every frame
FrameData *_tweenData;
Bone *_parentBone; //! A weak reference to its parent
Bone *_parentBone; //! A weak reference to its parent
bool _boneTransformDirty; //! Whether or not transform dirty
//! self Transform, use this to change display's state

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -137,7 +137,7 @@ public:
static ColliderDetector *create();
static ColliderDetector *create(Bone *bone);
public:
/**
/**
* @js ctor
*/
ColliderDetector();

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -59,16 +59,16 @@ public:
* @lua NA
*/
virtual void onExit() override;
/**
* @js NA
* @lua NA
*/
virtual void onAdd() override;
/**
* @js NA
* @lua NA
*/
virtual void onRemove() override;
/**
* @js NA
* @lua NA
*/
virtual void onAdd() override;
/**
* @js NA
* @lua NA
*/
virtual void onRemove() override;
virtual bool isEnabled() const override;
virtual void setEnabled(bool b) override;
virtual bool serialize(void* r) override;
@ -108,8 +108,8 @@ public:
void setLoop(bool bLoop);
bool isLoop();
private:
std::string _filePath;
bool _loop;
std::string _filePath;
bool _loop;
};
}

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -56,44 +56,44 @@ class CC_STUDIO_DLL DataReaderHelper : cocos2d::Ref
{
protected:
enum ConfigType
{
DragonBone_XML,
CocoStudio_JSON,
enum ConfigType
{
DragonBone_XML,
CocoStudio_JSON,
CocoStudio_Binary
};
};
typedef struct _AsyncStruct
{
std::string filename;
std::string fileContent;
ConfigType configType;
std::string baseFilePath;
cocos2d::Ref *target;
cocos2d::SEL_SCHEDULE selector;
bool autoLoadSpriteFile;
typedef struct _AsyncStruct
{
std::string filename;
std::string fileContent;
ConfigType configType;
std::string baseFilePath;
cocos2d::Ref *target;
cocos2d::SEL_SCHEDULE selector;
bool autoLoadSpriteFile;
std::string imagePath;
std::string plistPath;
} AsyncStruct;
} AsyncStruct;
typedef struct _DataInfo
{
AsyncStruct *asyncStruct;
std::queue<std::string> configFileQueue;
typedef struct _DataInfo
{
AsyncStruct *asyncStruct;
std::queue<std::string> configFileQueue;
float contentScale;
std::string filename;
std::string baseFilePath;
float flashToolVersion;
float cocoStudioVersion;
} DataInfo;
} DataInfo;
public:
/** @deprecated Use getInstance() instead */
CC_DEPRECATED_ATTRIBUTE static DataReaderHelper *sharedDataReaderHelper() { return DataReaderHelper::getInstance(); }
/** @deprecated Use getInstance() instead */
CC_DEPRECATED_ATTRIBUTE static DataReaderHelper *sharedDataReaderHelper() { return DataReaderHelper::getInstance(); }
static DataReaderHelper *getInstance();
static DataReaderHelper *getInstance();
/**
* Scale the position data, used for multiresolution adapter
@ -104,10 +104,10 @@ public:
static void purge();
public:
/**
/**
* @js ctor
*/
DataReaderHelper();
DataReaderHelper();
/**
* @js NA
* @lua NA
@ -179,48 +179,48 @@ public:
// for binary decode
public:
static void addDataFromBinaryCache(const char *fileContent, DataInfo *dataInfo = nullptr);
static ArmatureData *decodeArmature(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static BoneData *decodeBone(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static DisplayData *decodeBoneDisplay(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static AnimationData *decodeAnimation(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static MovementData *decodeMovement(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static void addDataFromBinaryCache(const char *fileContent, DataInfo *dataInfo = nullptr);
static ArmatureData *decodeArmature(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static BoneData *decodeBone(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static DisplayData *decodeBoneDisplay(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static AnimationData *decodeAnimation(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static MovementData *decodeMovement(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static MovementBoneData *decodeMovementBone(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static FrameData *decodeFrame(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static MovementBoneData *decodeMovementBone(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static FrameData *decodeFrame(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static TextureData *decodeTexture(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode);
static ContourData *decodeContour(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode);
static TextureData *decodeTexture(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode);
static ContourData *decodeContour(CocoLoader *cocoLoader, stExpCocoNode *pCocoNode);
static void decodeNode(BaseData *node, CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
static void decodeNode(BaseData *node, CocoLoader *cocoLoader, stExpCocoNode *pCocoNode, DataInfo *dataInfo);
protected:
void loadData();
void loadData();
std::condition_variable _sleepCondition;
std::condition_variable _sleepCondition;
std::thread *_loadingThread;
std::thread *_loadingThread;
std::mutex _sleepMutex;
std::mutex _sleepMutex;
std::mutex _asyncStructQueueMutex;
std::mutex _dataInfoMutex;
std::mutex _asyncStructQueueMutex;
std::mutex _dataInfoMutex;
std::mutex _addDataMutex;
std::mutex _addDataMutex;
std::mutex _getFileMutex;
unsigned long _asyncRefCount;
unsigned long _asyncRefTotalCount;
unsigned long _asyncRefCount;
unsigned long _asyncRefTotalCount;
bool need_quit;
bool need_quit;
std::queue<AsyncStruct *> *_asyncStructQueue;
std::queue<DataInfo *> *_dataQueue;
std::queue<AsyncStruct *> *_asyncStructQueue;
std::queue<DataInfo *> *_dataQueue;
static std::vector<std::string> _configFileList;

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -38,28 +38,28 @@ THE SOFTWARE.
#define CC_CREATE_NO_PARAM_NO_INIT(varType)\
public: \
static inline varType *create(void){ \
varType *var = new varType();\
if (var)\
static inline varType *create(void){ \
varType *var = new varType();\
if (var)\
{\
var->autorelease();\
return var;\
var->autorelease();\
return var;\
}\
CC_SAFE_DELETE(var);\
return nullptr;\
CC_SAFE_DELETE(var);\
return nullptr;\
}
#define CC_CREATE_NO_PARAM(varType)\
public: \
static inline varType *create(void){ \
varType *var = new varType();\
if (var && var->init())\
static inline varType *create(void){ \
varType *var = new varType();\
if (var && var->init())\
{\
var->autorelease();\
return var;\
var->autorelease();\
return var;\
}\
CC_SAFE_DELETE(var);\
return nullptr;\
CC_SAFE_DELETE(var);\
return nullptr;\
}
namespace cocostudio {
@ -74,7 +74,7 @@ class CC_STUDIO_DLL BaseData : public cocos2d::Ref
public:
CC_CREATE_NO_PARAM_NO_INIT(BaseData)
public:
/**
/**
* @js ctor
*/
BaseData();
@ -101,9 +101,9 @@ public:
virtual void setColor(const cocos2d::Color4B &color);
virtual cocos2d::Color4B getColor();
public:
float x; //! position x attribute
float y; //! position y attribute
int zOrder; //! zorder attribute, used to order the Bone's depth order
float x; //! position x attribute
float y; //! position y attribute
int zOrder; //! zorder attribute, used to order the Bone's depth order
/**
* x y skewX skewY scaleX scaleY used to calculate transform matrix
@ -145,7 +145,7 @@ public:
static const std::string changeDisplayToTexture(const std::string& displayName);
public:
/**
/**
* @js ctor
*/
DisplayData();
@ -157,7 +157,7 @@ public:
virtual void copy(DisplayData *displayData);
DisplayType displayType; //! mark which type your display is
DisplayType displayType; //! mark which type your display is
std::string displayName;
};
@ -171,7 +171,7 @@ class CC_STUDIO_DLL SpriteDisplayData : public DisplayData
public:
CC_CREATE_NO_PARAM_NO_INIT(SpriteDisplayData)
public:
/**
/**
* @js ctor
*/
SpriteDisplayData();
@ -195,7 +195,7 @@ class CC_STUDIO_DLL ArmatureDisplayData : public DisplayData
public:
CC_CREATE_NO_PARAM_NO_INIT(ArmatureDisplayData)
public:
/**
/**
* @js ctor
*/
ArmatureDisplayData();
@ -215,7 +215,7 @@ class CC_STUDIO_DLL ParticleDisplayData : public DisplayData
public:
CC_CREATE_NO_PARAM_NO_INIT(ParticleDisplayData)
public:
/**
/**
* @js ctor
*/
ParticleDisplayData();
@ -240,7 +240,7 @@ class CC_STUDIO_DLL BoneData : public BaseData
public:
CC_CREATE_NO_PARAM(BoneData)
public:
/**
/**
* @js ctor
*/
BoneData(void);
@ -274,7 +274,7 @@ class CC_STUDIO_DLL ArmatureData : public cocos2d::Ref
public:
CC_CREATE_NO_PARAM(ArmatureData)
public:
/**
/**
* @js ctor
*/
ArmatureData();
@ -320,7 +320,7 @@ class CC_STUDIO_DLL FrameData : public BaseData
public:
CC_CREATE_NO_PARAM_NO_INIT(FrameData)
public:
/**
/**
* @js ctor
*/
FrameData();
@ -367,7 +367,7 @@ class CC_STUDIO_DLL MovementBoneData : public cocos2d::Ref
public:
CC_CREATE_NO_PARAM(MovementBoneData)
public:
/**
/**
* @js ctor
*/
MovementBoneData();
@ -399,7 +399,7 @@ class CC_STUDIO_DLL MovementData : public cocos2d::Ref
public:
CC_CREATE_NO_PARAM_NO_INIT(MovementData)
public:
/**
/**
* @js ctor
*/
MovementData(void);
@ -414,7 +414,7 @@ public:
public:
std::string name;
int duration; //! the frames this movement will last
float scale; //! scale this movement
float scale; //! scale this movement
/**
* Change to this movement will last durationTo frames. Use this effect can avoid too suddenly changing.
@ -441,9 +441,9 @@ public:
cocos2d::tweenfunc::TweenType tweenEasing;
/**
* @brief save movment bone data
* @key const std::string&
* @value MovementBoneData *
* @brief save movment bone data
* @key const std::string&
* @value MovementBoneData *
*/
cocos2d::Map<std::string, MovementBoneData*> movBoneDataDic;
};
@ -461,7 +461,7 @@ class CC_STUDIO_DLL AnimationData : public cocos2d::Ref
public:
CC_CREATE_NO_PARAM_NO_INIT(AnimationData)
public:
/**
/**
* @js ctor
*/
AnimationData(void);
@ -492,7 +492,7 @@ class CC_STUDIO_DLL ContourData : public cocos2d::Ref
public:
CC_CREATE_NO_PARAM(ContourData)
public:
/**
/**
* @js ctor
*/
ContourData();
@ -505,7 +505,7 @@ public:
virtual bool init();
virtual void addVertex(cocos2d::Vec2 &vertex);
public:
std::vector<cocos2d::Vec2> vertexList; //! Save contour vertex info, vertex saved in a Vec2
std::vector<cocos2d::Vec2> vertexList; //! Save contour vertex info, vertex saved in a Vec2
};
@ -521,7 +521,7 @@ class CC_STUDIO_DLL TextureData : public cocos2d::Ref
public:
CC_CREATE_NO_PARAM(TextureData)
public:
/**
/**
* @js ctor
*/
TextureData();
@ -537,13 +537,13 @@ public:
ContourData *getContourData(int index);
public:
float height; //! The texture's width, height
float height; //! The texture's width, height
float width;
float pivotX; //! The texture's anchor point
float pivotX; //! The texture's anchor point
float pivotY;
std::string name; //! The texture's name
std::string name; //! The texture's name
cocos2d::Vector<ContourData*> contourDataList;
};

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -61,11 +61,11 @@ public:
* If index already have a display, then replace it.
* If index is current display index, then also change display to _index
*
* @param displayData it include the display information, like DisplayType.
* If you want to create a sprite display, then create a SpriteDisplayData param
* @param displayData it include the display information, like DisplayType.
* If you want to create a sprite display, then create a SpriteDisplayData param
*
* @param index the index of the display you want to replace or add to
* -1 : append display from back
* @param index the index of the display you want to replace or add to
* -1 : append display from back
*/
void addDisplay(DisplayData *displayData, int index);

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2015 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -44,7 +44,7 @@ namespace cocostudio {
class CC_STUDIO_DLL SpriteFrameCacheHelper
{
public:
/** @deprecated Use getInstance() instead */
/** @deprecated Use getInstance() instead */
CC_DEPRECATED_ATTRIBUTE static SpriteFrameCacheHelper *sharedSpriteFrameCacheHelper(){ return SpriteFrameCacheHelper::getInstance(); }
static SpriteFrameCacheHelper *getInstance();
@ -53,7 +53,7 @@ public:
public:
/**
* @brief Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name
* @brief Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name
*/
void addSpriteFrameFromFile(const std::string& plistPath, const std::string& imagePath);
void removeSpriteFrameFromFile(const std::string& plistPath);

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -140,7 +140,7 @@ protected:
int _totalDuration;
int _fromIndex; //! The current frame index in FrameList of MovementBoneData, it's different from m_iFrameIndex
int _fromIndex; //! The current frame index in FrameList of MovementBoneData, it's different from m_iFrameIndex
int _toIndex; //! The next frame index in FrameList of MovementBoneData, it's different from m_iFrameIndex
ArmatureAnimation *_animation;

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
#ifndef __CCCOCOSSTUDIO_H__
#ifndef __CCCOCOSSTUDIO_H__
#define __CCCOCOSSTUDIO_H__
#if (defined(WIN32) && defined(_WINDOWS)) || defined(WINRT) || defined(WP8)

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org
@ -44,7 +44,7 @@ namespace cocostudio
static void destroyInstance();
virtual void setPropsFromJsonDictionary(cocos2d::ui::Widget* widget, const rapidjson::Value& options);
virtual void setPropsFromBinary(cocos2d::ui::Widget* widget, CocoLoader* cocoLoader, stExpCocoNode* pCocoNode) ;
virtual void setPropsFromBinary(cocos2d::ui::Widget* widget, CocoLoader* cocoLoader, stExpCocoNode* pCocoNode) ;
flatbuffers::Offset<flatbuffers::Table> createOptionsWithFlatBuffers(const tinyxml2::XMLElement* objectData,
flatbuffers::FlatBufferBuilder* builder);
void setPropsWithFlatBuffers(cocos2d::Node* node, const flatbuffers::Table* scrollViewOptions);

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2014 cocos2d-x.org
http://www.cocos2d-x.org