/** * 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_CC_FACTORY_H #define DRAGONBONES_CC_FACTORY_H #include "DragonBonesHeaders.h" #include "cocos2d.h" #include "CCArmatureDisplay.h" DRAGONBONES_NAMESPACE_BEGIN /** * The Cocos2d factory. * @version DragonBones 3.0 * @language en_US */ /** * Cocos2d 工厂。 * @version DragonBones 3.0 * @language zh_CN */ class CCFactory : public BaseFactory { DRAGONBONES_DISALLOW_COPY_AND_ASSIGN(CCFactory) private: static DragonBones* _dragonBonesInstance; static CCFactory* _factory; public: /** * A global factory instance that can be used directly. * @version DragonBones 4.7 * @language en_US */ /** * 一个可以直接使用的全局工厂实例。 * @version DragonBones 4.7 * @language zh_CN */ static CCFactory* getFactory() { if (CCFactory::_factory == nullptr) { CCFactory::_factory = new CCFactory(); } return CCFactory::_factory; } protected: std::string _prevPath; public: /** * @inheritDoc */ CCFactory() : _prevPath() { if (_dragonBonesInstance == nullptr) { const auto eventManager = CCArmatureDisplay::create(); eventManager->retain(); _dragonBonesInstance = new DragonBones(eventManager); _dragonBonesInstance->yDown = false; cocos2d::Director::getInstance()->getScheduler()->schedule( [&](float passedTime) { _dragonBonesInstance->advanceTime(passedTime); }, this, 0.0f, false, "dragonBonesClock" ); } _dragonBones = _dragonBonesInstance; } virtual ~CCFactory() { clear(); } protected: virtual TextureAtlasData* _buildTextureAtlasData(TextureAtlasData* textureAtlasData, void* textureAtlas) const override; virtual Armature* _buildArmature(const BuildArmaturePackage& dataPackage) const override; virtual Slot* _buildSlot(const BuildArmaturePackage& dataPackage, const SlotData* slotData, Armature* armature) const override; public: virtual DragonBonesData* loadDragonBonesData(const std::string& filePath, const std::string& name = "", float scale = 1.0f); /** * - Load and parse a texture atlas data and texture from the local and cache them to the factory. * @param filePath - The file path of texture atlas data. * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) * @param scale - Specify a scaling value for the map set. (Not scaled by default) * @returns The TextureAtlasData instance. * @version DragonBones 4.5 * @example *
     *     factory.loadTextureAtlasData("hero_tex.json");
     * 
* @language en_US */ /** * - 从本地加载并解析一个贴图集数据和贴图并缓存到工厂中。 * @param filePath - 贴图集数据文件路径。 * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) * @param scale - 为贴图集指定一个缩放值。 (默认不缩放) * @returns TextureAtlasData 实例。 * @version DragonBones 4.5 * @example *
     *     factory.loadTextureAtlasData("hero_tex.json");
     * 
* @language zh_CN */ virtual TextureAtlasData* loadTextureAtlasData(const std::string& filePath, const std::string& name = "", float scale = 1.0f); /** * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it. * The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update. * @param armatureName - The armature data name. * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) * @returns The armature display container. * @version DragonBones 4.5 * @example *
     *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
     * 
* @language en_US */ /** * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架,并用 {@link #clock} 更新该骨架。 * 区别在于由 {@link #buildArmature} 创建的骨架没有 WorldClock 实例驱动。 * @param armatureName - 骨架数据名称。 * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。 (如果未设置,则使用默认的皮肤数据) * @returns 骨架的显示容器。 * @version DragonBones 4.5 * @example *
     *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
     * 
* @language zh_CN */ virtual CCArmatureDisplay* buildArmatureDisplay(const std::string& armatureName, const std::string& dragonBonesName = "", const std::string& skinName = "", const std::string& textureAtlasName = "") const; /** * - Create the display object with the specified texture. * @param textureName - The texture data name. * @param textureAtlasName - The texture atlas data name. (Of not set, all texture atlas data will be searched) * @version DragonBones 3.0 * @language en_US */ /** * - 创建带有指定贴图的显示对象。 * @param textureName - 贴图数据名称。 * @param textureAtlasName - 贴图集数据名称。 (如果未设置,将检索所有的贴图集数据) * @version DragonBones 3.0 * @language zh_CN */ virtual cocos2d::Sprite* getTextureDisplay(const std::string& textureName, const std::string& dragonBonesName = "") const; /** * - A global sound event manager. * Sound events can be listened to uniformly from the manager. * @version DragonBones 4.5 * @language en_US */ /** * - 全局声音事件管理器。 * 声音事件可以从该管理器统一侦听。 * @version DragonBones 4.5 * @language zh_CN */ virtual CCArmatureDisplay* getSoundEventManager() const { return dynamic_cast(static_cast(_dragonBones->getEventManager())); } /** * Deprecated, please refer to {@link #clock}. * @deprecated * @language en_US */ /** * 已废弃,请参考 {@link #clock}。 * @deprecated * @language zh_CN */ static WorldClock* getClock() { return _dragonBonesInstance->getClock(); } }; DRAGONBONES_NAMESPACE_END #endif // DRAGONBONES_CC_FACTORY_H