/** * The MIT License (MIT) * * Copyright (c) 2012-2018 DragonBones team and other contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef DRAGONBONES_SLOT_H #define DRAGONBONES_SLOT_H #include "TransformObject.h" #include "../geom/ColorTransform.h" #include "../model/ArmatureData.h" DRAGONBONES_NAMESPACE_BEGIN /** * - The slot attached to the armature, controls the display status and properties of the display object. * A bone can contain multiple slots. * A slot can contain multiple display objects, displaying only one of the display objects at a time, * but you can toggle the display object into frame animation while the animation is playing. * The display object can be a normal texture, or it can be a display of a child armature, a grid display object, * and a custom other display object. * @see dragonBones.Armature * @see dragonBones.Bone * @see dragonBones.SlotData * @version DragonBones 3.0 * @language en_US */ /** * - 插槽附着在骨骼上,控制显示对象的显示状态和属性。 * 一个骨骼上可以包含多个插槽。 * 一个插槽中可以包含多个显示对象,同一时间只能显示其中的一个显示对象,但可以在动画播放的过程中切换显示对象实现帧动画。 * 显示对象可以是普通的图片纹理,也可以是子骨架的显示容器,网格显示对象,还可以是自定义的其他显示对象。 * @see dragonBones.Armature * @see dragonBones.Bone * @see dragonBones.SlotData * @version DragonBones 3.0 * @language zh_CN */ class Slot : public TransformObject { public: /** * - Displays the animated state or mixed group name controlled by the object, set to null to be controlled by all * animation states. * @default null * @see dragonBones.AnimationState#displayControl * @see dragonBones.AnimationState#name * @see dragonBones.AnimationState#group * @version DragonBones 4.5 * @language en_US */ /** * - 显示对象受到控制的动画状态或混合组名称,设置为 null 则表示受所有的动画状态控制。 * @default null * @see dragonBones.AnimationState#displayControl * @see dragonBones.AnimationState#name * @see dragonBones.AnimationState#group * @version DragonBones 4.5 * @language zh_CN */ std::string displayController; public: /** * @internal */ bool _colorDirty; BlendMode _blendMode; /** * @internal */ int _zOrder; /** * @internal */ float _pivotX; /** * @internal */ float _pivotY; /** * @internal */ ColorTransform _colorTransform; /** * @internal */ const SlotData* _slotData; /** * @internal */ DisplayData* _displayData; /** * @internal */ DeformVertices* _deformVertices; void* _rawDisplay; void* _meshDisplay; /** * @internal */ std::vector* _cachedFrameIndices; protected: bool _displayDirty; bool _zOrderDirty; bool _visibleDirty; bool _blendModeDirty; bool _transformDirty; bool _visible; int _displayIndex; int _animationDisplayIndex; int _cachedFrameIndex; Matrix _localMatrix; std::vector _displayDatas; std::vector> _displayList; const std::vector* _rawDisplayDatas; BoundingBoxData* _boundingBoxData; TextureData* _textureData; void* _display; Armature* _childArmature; /** * @private */ Bone* _parent; public: Slot() : _deformVertices(nullptr), _rawDisplay(nullptr), _meshDisplay(nullptr) {} virtual ~Slot(){}; protected: virtual void _onClear() override; virtual void _initDisplay(void* value, bool isRetain) = 0; virtual void _disposeDisplay(void* value, bool isRelease) = 0; virtual void _onUpdateDisplay() = 0; virtual void _addDisplay() = 0; virtual void _replaceDisplay(void* value, bool isArmatureDisplay) = 0; virtual void _removeDisplay() = 0; virtual void _updateZOrder() = 0; virtual void _updateFrame() = 0; virtual void _updateMesh() = 0; virtual void _updateTransform() = 0; virtual void _identityTransform() = 0; /** * - Support default skin data. */ DisplayData* _getDefaultRawDisplayData(unsigned displayIndex) const; void _updateDisplay(); void _updateDisplayData(); void _updateGlobalTransformMatrix(bool isCache); public: /** * @internal */ virtual void _updateVisible() = 0; virtual void _updateBlendMode() = 0; virtual void _updateColor() = 0; public: /** * @internal */ bool _setDisplayIndex(int value, bool isAnimation = false); /** * @internal */ bool _setZorder(int value); /** * @internal */ bool _setColor(const ColorTransform& value); /** * @internal */ bool _setDisplayList(const std::vector>& value); public: /** * @internal */ void init(const SlotData* slotData, Armature* armatureValue, void* rawDisplay, void* meshDisplay); /** * @internal */ void update(int cacheFrameIndex); /** * @private */ void updateTransformAndMatrix(); /** * @private */ void replaceDisplayData(DisplayData* displayData, int displayIndex); /** * - Check whether a specific point is inside a custom bounding box in the slot. * The coordinate system of the point is the inner coordinate system of the armature. * Custom bounding boxes need to be customized in Dragonbones Pro. * @param x - The horizontal coordinate of the point. * @param y - The vertical coordinate of the point. * @version DragonBones 5.0 * @language en_US */ /** * - 检查特定点是否在插槽的自定义边界框内。 * 点的坐标系为骨架内坐标系。 * 自定义边界框需要在 DragonBones Pro 中自定义。 * @param x - 点的水平坐标。 * @param y - 点的垂直坐标。 * @version DragonBones 5.0 * @language zh_CN */ bool containsPoint(float x, float y); /** * - Check whether a specific segment intersects a custom bounding box for the slot. * The coordinate system of the segment and intersection is the inner coordinate system of the armature. * Custom bounding boxes need to be customized in Dragonbones Pro. * @param xA - The horizontal coordinate of the beginning of the segment. * @param yA - The vertical coordinate of the beginning of the segment. * @param xB - The horizontal coordinate of the end point of the segment. * @param yB - The vertical coordinate of the end point of the segment. * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the * beginning to the end. (If not set, the intersection point will not calculated) * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the * end to the beginning. (If not set, the intersection point will not calculated) * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of * the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will * not calculated) * @returns Intersection situation. [1: Disjoint and segments within the bounding box, 0: Disjoint, 1: Intersecting * and having a nodal point and ending in the bounding box, 2: Intersecting and having a nodal point and starting at * the bounding box, 3: Intersecting and having two intersections, N: Intersecting and having N intersections] * @version DragonBones 5.0 * @language en_US */ /** * - 检查特定线段是否与插槽的自定义边界框相交。 * 线段和交点的坐标系均为骨架内坐标系。 * 自定义边界框需要在 DragonBones Pro 中自定义。 * @param xA - 线段起点的水平坐标。 * @param yA - 线段起点的垂直坐标。 * @param xB - 线段终点的水平坐标。 * @param yB - 线段终点的垂直坐标。 * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] * (如果未设置,则不计算法线) * @returns 相交的情况。 [-1: 不相交且线段在包围盒内, 0: 不相交, 1: 相交且有一个交点且终点在包围盒内, 2: * 相交且有一个交点且起点在包围盒内, 3: 相交且有两个交点, N: 相交且有 N 个交点] * @version DragonBones 5.0 * @language zh_CN */ int intersectsSegment(float xA, float yA, float xB, float yB, Point* intersectionPointA = nullptr, Point* intersectionPointB = nullptr, Point* normalRadians = nullptr); /** * - Forces the slot to update the state of the display object in the next frame. * @version DragonBones 4.5 * @language en_US */ /** * - 强制插槽在下一帧更新显示对象的状态。 * @version DragonBones 4.5 * @language zh_CN */ inline void invalidUpdate() { _displayDirty = true; _transformDirty = true; } /** * - The visible of slot's display object. * @default true * @version DragonBones 5.6 * @language en_US */ /** * - 插槽的显示对象的可见。 * @default true * @version DragonBones 5.6 * @language zh_CN */ inline bool getVisible() const { return _visible; } void setVisible(bool value); /** * - The index of the display object displayed in the display list. * @example * TypeScript style, for reference only. *
     *     let slot = armature.getSlot("weapon");
     *     slot.displayIndex = 3;
     *     slot.displayController = "none";
     * 
* @version DragonBones 4.5 * @language en_US */ /** * - 此时显示的显示对象在显示列表中的索引。 * @example * TypeScript 风格,仅供参考。 *
     *     let slot = armature.getSlot("weapon");
     *     slot.displayIndex = 3;
     *     slot.displayController = "none";
     * 
* @version DragonBones 4.5 * @language zh_CN */ inline int getDisplayIndex() const { return _displayIndex; } void setDisplayIndex(int value); /** * - The slot name. * @see dragonBones.SlotData#name * @version DragonBones 3.0 * @language en_US */ /** * - 插槽名称。 * @see dragonBones.SlotData#name * @version DragonBones 3.0 * @language zh_CN */ inline const std::string& getName() const { return _slotData->name; } /** * - Contains a display list of display objects or child armatures. * @version DragonBones 3.0 * @language en_US */ /** * - 包含显示对象或子骨架的显示列表。 * @version DragonBones 3.0 * @language zh_CN */ inline std::vector> getDisplayList() const { return _displayList; } void setDisplayList(const std::vector>& value); /** * @private */ inline const std::vector* getRawDisplayDatas() const { return _rawDisplayDatas; } void setRawDisplayDatas(const std::vector* value); /** * - The slot data. * @see dragonBones.SlotData * @version DragonBones 4.5 * @language en_US */ /** * - 插槽数据。 * @see dragonBones.SlotData * @version DragonBones 4.5 * @language zh_CN */ const SlotData* getSlotData() const { return _slotData; } /** * - The custom bounding box data for the slot at current time. * @version DragonBones 5.0 * @language en_US */ /** * - 插槽此时的自定义包围盒数据。 * @version DragonBones 5.0 * @language zh_CN */ inline BoundingBoxData* getBoundingBoxData() const { return _boundingBoxData; } /** * @private */ inline void* getRawDisplay() const { return _rawDisplay; } /** * @private */ inline void* getMeshDisplay() const { return _meshDisplay; } /** * - The display object that the slot displays at this time. * @example * TypeScript style, for reference only. *
     *     let slot = armature.getSlot("text");
     *     slot.display = new yourEngine.TextField();
     * 
* @version DragonBones 3.0 * @language en_US */ /** * - 插槽此时显示的显示对象。 * @example * TypeScript 风格,仅供参考。 *
     *     let slot = armature.getSlot("text");
     *     slot.display = new yourEngine.TextField();
     * 
* @version DragonBones 3.0 * @language zh_CN */ inline void* getDisplay() const { return _display; } /** * - Deprecated, please refer to {@link #display}. * @deprecated * @language en_US */ /** * - 已废弃,请参考 {@link #display}。 * @deprecated * @language zh_CN */ void setDisplay(void* value, DisplayType displayType); /** * - The child armature that the slot displayed at current time. * @example * TypeScript style, for reference only. *
     *     let slot = armature.getSlot("weapon");
     * let prevChildArmature = slot.childArmature;
     * if (prevChildArmature) {
     * prevChildArmature.dispose();
     *     }
     *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
     * 
* @version DragonBones 3.0 * @language en_US */ /** * - 插槽此时显示的子骨架。 * 注意,被替换的对象或子骨架并不会被回收,根据语言和引擎的不同,需要额外处理。 * @example * TypeScript 风格,仅供参考。 *
     *     let slot = armature.getSlot("weapon");
     * let prevChildArmature = slot.childArmature;
     * if (prevChildArmature) {
     * prevChildArmature.dispose();
     *     }
     *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
     * 
* @version DragonBones 3.0 * @language zh_CN */ inline Armature* getChildArmature() const { return _childArmature; } void setChildArmature(Armature* value); /** * - The parent bone to which it belongs. * @version DragonBones 3.0 * @language en_US */ /** * - 所属的父骨骼。 * @version DragonBones 3.0 * @language zh_CN */ inline Bone* getParent() const { return _parent; } }; DRAGONBONES_NAMESPACE_END #endif // DRAGONBONES_SLOT_H