/** * 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_H #define DRAGONBONES_ANIMATION_H #include "../core/BaseObject.h" DRAGONBONES_NAMESPACE_BEGIN /** * - The animation player is used to play the animation data and manage the animation states. * @see dragonBones.AnimationData * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language en_US */ /** * - 动画播放器用来播放动画数据和管理动画状态。 * @see dragonBones.AnimationData * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language zh_CN */ class Animation final : public BaseObject { BIND_CLASS_TYPE_B(Animation); public: /** * - The play speed of all animations. [0: Stop, (0~1): Slow, 1: Normal, (1~N): Fast] * @default 1.0 * @version DragonBones 3.0 * @language en_US */ /** * - 所有动画的播放速度。 [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; private: bool _animationDirty; float _inheritTimeScale; std::vector _animationNames; std::vector _animationStates; std::map _animations; Armature* _armature; AnimationConfig* _animationConfig; AnimationState* _lastAnimationState; public: Animation() : _animationConfig(nullptr) { _onClear(); } ~Animation() { _onClear(); } private: void _fadeOut(AnimationConfig* animationConfig); protected: virtual void _onClear() override; public: /** * @internal */ void init(Armature* armature); /** * @internal */ void advanceTime(float passedTime); /** * - Clear all animations states. * @see dragonBones.AnimationState * @version DragonBones 4.5 * @language en_US */ /** * - 清除所有的动画状态。 * @see dragonBones.AnimationState * @version DragonBones 4.5 * @language zh_CN */ void reset(); /** * - Pause a specific animation state. * @param animationName - The name of animation state. (If not set, it will pause all animations) * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language en_US */ /** * - 暂停指定动画状态的播放。 * @param animationName - 动画状态名称。 (如果未设置,则暂停所有动画) * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language zh_CN */ void stop(const std::string& animationName); /** * - Play animation with a specific animation config. * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. * @param animationConfig - The animation config. * @returns The playing animation state. * @see dragonBones.AnimationConfig * @beta * @version DragonBones 5.0 * @language en_US */ /** * - 通过指定的动画配置来播放动画。 * 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。 * @param animationConfig - 动画配置。 * @returns 播放的动画状态。 * @see dragonBones.AnimationConfig * @beta * @version DragonBones 5.0 * @language zh_CN */ AnimationState* playConfig(AnimationConfig* animationConfig); /** * - Play a specific animation. * @param animationName - The name of animation data. (If not set, The default animation will be played, or resume * the animation playing from pause status, or replay the last playing animation) * @param playTimes - Playing repeat times. [-1: Use default value of the animation data, 0: No end loop playing, * [1~N]: Repeat N times] (default: -1) * @returns The playing animation state. * @example * TypeScript style, for reference only. *
     *     armature.animation.play("walk");
     * 
* @version DragonBones 3.0 * @language en_US */ /** * - 播放指定动画。 * @param animationName - 动画数据名称。 * (如果未设置,则播放默认动画,或将暂停状态切换为播放状态,或重新播放之前播放的动画) * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) * @returns 播放的动画状态。 * @example * TypeScript 风格,仅供参考。 *
     *     armature.animation.play("walk");
     * 
* @version DragonBones 3.0 * @language zh_CN */ AnimationState* play(const std::string& animationName = "", int playTimes = -1); /** * - Fade in a specific animation. * @param animationName - The name of animation data. * @param fadeInTime - The fade in time. [-1: Use the default value of animation data, [0~N]: The fade in time (In * seconds)] (Default: -1) * @param playTimes - playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, * [1~N]: Repeat N times] (Default: -1) * @param layer - The blending layer, the animation states in high level layer will get the blending weights with * high priority, when the total blending weights are more than 1.0, there will be no more weights can be allocated * to the other animation states. (Default: 0) * @param group - The blending group name, it is typically used to specify the substitution of multiple animation * states blending. (Default: null) * @param fadeOutMode - The fade out mode, which is typically used to specify alternate mode of multiple animation * states blending. (Default: AnimationFadeOutMode.SameLayerAndGroup) * @returns The playing animation state. * @example * TypeScript style, for reference only. *
     *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
     *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
     * 
* @version DragonBones 4.5 * @language en_US */ /** * - 淡入播放指定的动画。 * @param animationName - 动画数据名称。 * @param fadeInTime - 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)] (默认: -1) * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) * @param layer - 混合图层,图层高的动画状态会优先获取混合权重,当混合权重分配总和超过 1.0 * 时,剩余的动画状态将不能再获得权重分配。 (默认: 0) * @param group - 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。 (默认: null) * @param fadeOutMode - 淡出模式,该属性通常用来指定多个动画状态混合时的相互替换模式。 (默认: * AnimationFadeOutMode.SameLayerAndGroup) * @returns 播放的动画状态。 * @example * TypeScript 风格,仅供参考。 *
     *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
     *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
     * 
* @version DragonBones 4.5 * @language zh_CN */ AnimationState* fadeIn(const std::string& animationName, float fadeInTime = -1.f, int playTimes = -1, int layer = 0, const std::string& group = "", AnimationFadeOutMode fadeOutMode = AnimationFadeOutMode::SameLayerAndGroup); /** * - Play a specific animation from the specific time. * @param animationName - The name of animation data. * @param time - The start time point of playing. (In seconds) * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, * [1~N]: Repeat N times] (Default: -1) * @returns The played animation state. * @version DragonBones 4.5 * @language en_US */ /** * - 从指定时间开始播放指定的动画。 * @param animationName - 动画数据名称。 * @param time - 播放开始的时间。 (以秒为单位) * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) * @returns 播放的动画状态。 * @version DragonBones 4.5 * @language zh_CN */ AnimationState* gotoAndPlayByTime(const std::string& animationName, float time = 0.f, int playTimes = -1); /** * - Play a specific animation from the specific frame. * @param animationName - The name of animation data. * @param frame - The start frame of playing. * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, * [1~N]: Repeat N times] (Default: -1) * @returns The played animation state. * @version DragonBones 4.5 * @language en_US */ /** * - 从指定帧开始播放指定的动画。 * @param animationName - 动画数据名称。 * @param frame - 播放开始的帧数。 * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) * @returns 播放的动画状态。 * @version DragonBones 4.5 * @language zh_CN */ AnimationState* gotoAndPlayByFrame(const std::string& animationName, unsigned frame = 0, int playTimes = -1); /** * - Play a specific animation from the specific progress. * @param animationName - The name of animation data. * @param progress - The start progress value of playing. * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, * [1~N]: Repeat N times] (Default: -1) * @returns The played animation state. * @version DragonBones 4.5 * @language en_US */ /** * - 从指定进度开始播放指定的动画。 * @param animationName - 动画数据名称。 * @param progress - 开始播放的进度。 * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) * @returns 播放的动画状态。 * @version DragonBones 4.5 * @language zh_CN */ AnimationState* gotoAndPlayByProgress(const std::string& animationName, float progress = 0.f, int playTimes = -1); /** * - Stop a specific animation at the specific time. * @param animationName - The name of animation data. * @param time - The stop time. (In seconds) * @returns The played animation state. * @version DragonBones 4.5 * @language en_US */ /** * - 在指定时间停止指定动画播放 * @param animationName - 动画数据名称。 * @param time - 停止的时间。 (以秒为单位) * @returns 播放的动画状态。 * @version DragonBones 4.5 * @language zh_CN */ AnimationState* gotoAndStopByTime(const std::string& animationName, float time = 0.f); /** * - Stop a specific animation at the specific frame. * @param animationName - The name of animation data. * @param frame - The stop frame. * @returns The played animation state. * @version DragonBones 4.5 * @language en_US */ /** * - 在指定帧停止指定动画的播放 * @param animationName - 动画数据名称。 * @param frame - 停止的帧数。 * @returns 播放的动画状态。 * @version DragonBones 4.5 * @language zh_CN */ AnimationState* gotoAndStopByFrame(const std::string& animationName, unsigned frame = 0); /** * - Stop a specific animation at the specific progress. * @param animationName - The name of animation data. * @param progress - The stop progress value. * @returns The played animation state. * @version DragonBones 4.5 * @language en_US */ /** * - 在指定的进度停止指定的动画播放。 * @param animationName - 动画数据名称。 * @param progress - 停止进度。 * @returns 播放的动画状态。 * @version DragonBones 4.5 * @language zh_CN */ AnimationState* gotoAndStopByProgress(const std::string& animationName, float progress = 0.f); /** * - Get a specific animation state. * @param animationName - The name of animation state. * @example * TypeScript style, for reference only. *
     *     armature.animation.play("walk");
     *     let walkState = armature.animation.getState("walk");
     *     walkState.timeScale = 0.5;
     * 
* @version DragonBones 3.0 * @language en_US */ /** * - 获取指定的动画状态 * @param animationName - 动画状态名称。 * @example * TypeScript 风格,仅供参考。 *
     *     armature.animation.play("walk");
     *     let walkState = armature.animation.getState("walk");
     *     walkState.timeScale = 0.5;
     * 
* @version DragonBones 3.0 * @language zh_CN */ AnimationState* getState(const std::string& animationName) const; /** * - Check whether a specific animation data is included. * @param animationName - The name of animation data. * @see dragonBones.AnimationData * @version DragonBones 3.0 * @language en_US */ /** * - 检查是否包含指定的动画数据 * @param animationName - 动画数据名称。 * @see dragonBones.AnimationData * @version DragonBones 3.0 * @language zh_CN */ bool hasAnimation(const std::string& animationName) const; /** * - Get all the animation states. * @version DragonBones 5.1 * @language en_US */ /** * - 获取所有的动画状态 * @version DragonBones 5.1 * @language zh_CN */ inline const std::vector& getStates() const { return _animationStates; } /** * - Check whether there is an animation state is playing * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language en_US */ /** * - 检查是否有动画状态正在播放 * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language zh_CN */ bool isPlaying() const; /** * - Check whether all the animation states' playing were finished. * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language en_US */ /** * - 检查是否所有的动画状态均已播放完毕。 * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language zh_CN */ bool isCompleted() const; /** * - The name of the last playing animation state. * @see #lastAnimationState * @version DragonBones 3.0 * @language en_US */ /** * - 上一个播放的动画状态名称 * @see #lastAnimationState * @version DragonBones 3.0 * @language zh_CN */ const std::string& getLastAnimationName() const; /** * - The name of all animation data * @version DragonBones 4.5 * @language en_US */ /** * - 所有动画数据的名称 * @version DragonBones 4.5 * @language zh_CN */ inline const std::vector& getAnimationNames() const { return _animationNames; } /** * - All animation data. * @version DragonBones 4.5 * @language en_US */ /** * - 所有的动画数据。 * @version DragonBones 4.5 * @language zh_CN */ inline const std::map& getAnimations() const { return _animations; } void setAnimations(const std::map& value); /** * - An AnimationConfig instance that can be used quickly. * @see dragonBones.AnimationConfig * @version DragonBones 5.0 * @language en_US */ /** * - 一个可以快速使用的动画配置实例。 * @see dragonBones.AnimationConfig * @version DragonBones 5.0 * @language zh_CN */ AnimationConfig* getAnimationConfig() const; /** * - The last playing animation state * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language en_US */ /** * - 上一个播放的动画状态 * @see dragonBones.AnimationState * @version DragonBones 3.0 * @language zh_CN */ inline AnimationState* getLastAnimationState() const { return _lastAnimationState; } }; DRAGONBONES_NAMESPACE_END #endif // DRAGONBONES_ANIMATION_H