/** * 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_ANIMATION_CONFIG_H #define DRAGONBONES_ANIMATION_CONFIG_H #include "../core/BaseObject.h" DRAGONBONES_NAMESPACE_BEGIN /** * - The animation config is used to describe all the information needed to play an animation state. * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. * @see dragonBones.AnimationState * @beta * @version DragonBones 5.0 * @language en_US */ /** * - 动画配置用来描述播放一个动画状态所需要的全部信息。 * 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。 * @see dragonBones.AnimationState * @beta * @version DragonBones 5.0 * @language zh_CN */ class AnimationConfig : public BaseObject { BIND_CLASS_TYPE_A(AnimationConfig); public: /** * @private */ bool pauseFadeOut; /** * - Fade out the pattern of other animation states when the animation state is fade in. * This property is typically used to specify the substitution of multiple animation states blend. * @default dragonBones.AnimationFadeOutMode.All * @version DragonBones 5.0 * @language en_US */ /** * - 淡入动画状态时淡出其他动画状态的模式。 * 该属性通常用来指定多个动画状态混合时的相互替换关系。 * @default dragonBones.AnimationFadeOutMode.All * @version DragonBones 5.0 * @language zh_CN */ AnimationFadeOutMode fadeOutMode; /** * @private */ TweenType fadeOutTweenType; /** * @private */ float fadeOutTime; /** * @private */ bool actionEnabled; /** * @private */ bool additiveBlending; /** * - Whether the animation state has control over the display property of the slots. * Sometimes blend a animation state does not want it to control the display properties of the slots, * especially if other animation state are controlling the display properties of the slots. * @default true * @version DragonBones 5.0 * @language en_US */ /** * - 动画状态是否对插槽的显示对象属性有控制权。 * 有时混合一个动画状态并不希望其控制插槽的显示对象属性, * 尤其是其他动画状态正在控制这些插槽的显示对象属性时。 * @default true * @version DragonBones 5.0 * @language zh_CN */ bool displayControl; /** * @private */ bool pauseFadeIn; /** * - Whether to reset the objects without animation to the armature pose when the animation state is start to play. * This property should usually be set to false when blend multiple animation states. * @default true * @version DragonBones 5.1 * @language en_US */ /** * - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。 * 通常在混合多个动画状态时应该将该属性设置为 false。 * @default true * @version DragonBones 5.1 * @language zh_CN */ bool resetToPose; /** * @private */ TweenType fadeInTweenType; /** * - The play times. [0: Loop play, [1~N]: Play N times] * @version DragonBones 3.0 * @language en_US */ /** * - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次] * @version DragonBones 3.0 * @language zh_CN */ int playTimes; /** * - The blend layer. * High layer animation state will get the blend weight first. * When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned. * @readonly * @version DragonBones 5.0 * @language en_US */ /** * - 混合图层。 * 图层高的动画状态会优先获取混合权重。 * 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。 * @readonly * @version DragonBones 5.0 * @language zh_CN */ int layer; /** * - The start time of play. (In seconds) * @default 0.0 * @version DragonBones 5.0 * @language en_US */ /** * - 播放的开始时间。 (以秒为单位) * @default 0.0 * @version DragonBones 5.0 * @language zh_CN */ float position; /** * - The duration of play. * [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds) * @default -1.0 * @version DragonBones 5.0 * @language en_US */ /** * - 播放的持续时间。 * [-1: 使用动画数据默认值, 0: 动画停止, (0~N]: 持续时间] (以秒为单位) * @default -1.0 * @version DragonBones 5.0 * @language zh_CN */ float duration; /** * - The play speed. * The value is an overlay relationship with {@link dragonBones.Animation#timeScale}. * [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play] * @default 1.0 * @version DragonBones 3.0 * @language en_US */ /** * - 播放速度。 * 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。 * [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] * @default 1.0 * @version DragonBones 3.0 * @language zh_CN */ float timeScale; /** * - The blend weight. * @default 1.0 * @version DragonBones 5.0 * @language en_US */ /** * - 混合权重。 * @default 1.0 * @version DragonBones 5.0 * @language zh_CN */ float weight; /** * - The fade in time. * [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds) * @default -1.0 * @version DragonBones 5.0 * @language en_US */ /** * - 淡入时间。 * [-1: 使用动画数据默认值, [0~N]: 淡入时间] (以秒为单位) * @default -1.0 * @version DragonBones 5.0 * @language zh_CN */ float fadeInTime; /** * - The auto fade out time when the animation state play completed. * [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds) * @default -1.0 * @version DragonBones 5.0 * @language en_US */ /** * - 动画状态播放完成后的自动淡出时间。 * [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位) * @default -1.0 * @version DragonBones 5.0 * @language zh_CN */ float autoFadeOutTime; /** * - The name of the animation state. (Can be different from the name of the animation data) * @version DragonBones 5.0 * @language en_US */ /** * - 动画状态名称。 (可以不同于动画数据) * @version DragonBones 5.0 * @language zh_CN */ std::string name; /** * - The animation data name. * @version DragonBones 5.0 * @language en_US */ /** * - 动画数据名称。 * @version DragonBones 5.0 * @language zh_CN */ std::string animation; /** * - The blend group name of the animation state. * This property is typically used to specify the substitution of multiple animation states blend. * @readonly * @version DragonBones 5.0 * @language en_US */ /** * - 混合组名称。 * 该属性通常用来指定多个动画状态混合时的相互替换关系。 * @readonly * @version DragonBones 5.0 * @language zh_CN */ std::string group; /** * @private */ std::vector boneMask; protected: virtual void _onClear() override; public: /** * @private */ void clear(); /** * @private */ void copyFrom(AnimationConfig* value); /** * @private */ bool containsBoneMask(const std::string& boneName) const; /** * @private */ void addBoneMask(Armature* armature, const std::string& boneName, bool recursive); /** * @private */ void removeBoneMask(Armature* armature, const std::string& boneName, bool recursive); public: // For WebAssembly. int getFadeOutMode() const { return (int)fadeOutMode; } void setFadeOutMode(int value) { fadeOutMode = (AnimationFadeOutMode)value; } int getFadeOutTweenType() const { return (int)fadeOutTweenType; } void setFadeOutTweenType(int value) { fadeOutTweenType = (TweenType)value; } int getFadeInTweenType() const { return (int)fadeInTweenType; } void setFadeInTweenType(int value) { fadeInTweenType = (TweenType)value; } }; DRAGONBONES_NAMESPACE_END #endif // DRAGONBONES_ANIMATION_CONFIG_H