/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011 Zynga Inc. http://www.cocos2d-x.org 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 __CC_ANIMATION_H__ #define __CC_ANIMATION_H__ #include "platform/CCPlatformConfig.h" #include "cocoa/CCObject.h" #include "cocoa/CCArray.h" #include "cocoa/CCDictionary.h" #include "cocoa/CCGeometry.h" #include "CCSpriteFrame.h" #include NS_CC_BEGIN class Texture2D; class SpriteFrame; /** * @addtogroup sprite_nodes * @{ */ /** AnimationFrame A frame of the animation. It contains information like: - sprite frame name - # of delay units. - offset @since v2.0 */ class CC_DLL AnimationFrame : public Object, public Clonable { public: AnimationFrame(); virtual ~AnimationFrame(); /** initializes the animation frame with a spriteframe, number of delay units and a notification user info */ bool initWithSpriteFrame(SpriteFrame* spriteFrame, float delayUnits, Dictionary* userInfo); SpriteFrame* getSpriteFrame() const { return _spriteFrame; }; void setSpriteFrame(SpriteFrame* frame) { CC_SAFE_RETAIN(frame); CC_SAFE_RELEASE(_spriteFrame); _spriteFrame = frame; } /** Gets the units of time the frame takes */ float getDelayUnits() const { return _delayUnits; }; /** Sets the units of time the frame takes */ void setDelayUnits(float delayUnits) { _delayUnits = delayUnits; }; /** @brief Gets user infomation A AnimationFrameDisplayedNotification notification will be broadcast when the frame is displayed with this dictionary as UserInfo. If UserInfo is nil, then no notification will be broadcast. */ Dictionary* getUserInfo() const { return _userInfo; }; /** Sets user infomation */ void setUserInfo(Dictionary* userInfo) { CC_SAFE_RETAIN(userInfo); CC_SAFE_RELEASE(_userInfo); _userInfo = userInfo; } // Overrides virtual AnimationFrame *clone() const override; protected: /** SpriteFrameName to be used */ SpriteFrame* _spriteFrame; /** how many units of time the frame takes */ float _delayUnits; /** A AnimationFrameDisplayedNotification notification will be broadcast when the frame is displayed with this dictionary as UserInfo. If UserInfo is nil, then no notification will be broadcast. */ Dictionary* _userInfo; }; /** A Animation object is used to perform animations on the Sprite objects. The Animation object contains AnimationFrame objects, and a possible delay between the frames. You can animate a Animation object by using the Animate action. Example: [sprite runAction:[Animate actionWithAnimation:animation]]; */ class CC_DLL Animation : public Object, public Clonable { public: /** Creates an animation @since v0.99.5 */ static Animation* create(void); /* Creates an animation with an array of SpriteFrame and a delay between frames in seconds. The frames will be added with one "delay unit". @since v0.99.5 */ static Animation* createWithSpriteFrames(Array* arrayOfSpriteFrameNames, float delay = 0.0f); /* Creates an animation with an array of AnimationFrame, the delay per units in seconds and and how many times it should be executed. @since v2.0 */ static Animation* create(Array *arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops = 1); Animation(); virtual ~Animation(void); bool init(); /** Initializes a Animation with frames and a delay between frames @since v0.99.5 */ bool initWithSpriteFrames(Array *pFrames, float delay = 0.0f); /** Initializes a Animation with AnimationFrame @since v2.0 */ bool initWithAnimationFrames(Array* arrayOfAnimationFrames, float delayPerUnit, unsigned int loops); /** Adds a SpriteFrame to a Animation. The frame will be added with one "delay unit". */ void addSpriteFrame(SpriteFrame *pFrame); /** Adds a frame with an image filename. Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9. */ void addSpriteFrameWithFileName(const char *filename); /** Adds a frame with a texture and a rect. Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9. */ void addSpriteFrameWithTexture(Texture2D* pobTexture, const Rect& rect); /** Gets the total Delay units of the Animation. */ float getTotalDelayUnits() const { return _totalDelayUnits; }; /** Sets the delay in seconds of the "delay unit" */ void setDelayPerUnit(float delayPerUnit) { _delayPerUnit = delayPerUnit; }; /** Gets the delay in seconds of the "delay unit" */ float getDelayPerUnit() const { return _delayPerUnit; }; /** Gets the duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit */ float getDuration() const; /** Gets the array of AnimationFrames */ Array* getFrames() const { return _frames; }; /** Sets the array of AnimationFrames */ void setFrames(Array* frames) { CC_SAFE_RETAIN(frames); CC_SAFE_RELEASE(_frames); _frames = frames; } /** Checks whether to restore the original frame when animation finishes. */ bool getRestoreOriginalFrame() const { return _restoreOriginalFrame; }; /** Sets whether to restore the original frame when animation finishes */ void setRestoreOriginalFrame(bool restoreOriginalFrame) { _restoreOriginalFrame = restoreOriginalFrame; }; /** Gets the times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ... */ unsigned int getLoops() const { return _loops; }; /** Sets the times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ... */ void setLoops(unsigned int loops) { _loops = loops; }; // overrides virtual Animation *clone() const override; protected: /** total Delay units of the Animation. */ float _totalDelayUnits; /** Delay in seconds of the "delay unit" */ float _delayPerUnit; /** duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit */ float _duration; /** array of AnimationFrames */ Array* _frames; /** whether or not it shall restore the original frame when the animation finishes */ bool _restoreOriginalFrame; /** how many times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ... */ unsigned int _loops; }; // end of sprite_nodes group /// @} NS_CC_END #endif // __CC_ANIMATION_H__