/** * 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_EVENT_OBJECT_H #define DRAGONBONES_EVENT_OBJECT_H #include "../core/BaseObject.h" DRAGONBONES_NAMESPACE_BEGIN /** * - The properties of the object carry basic information about an event, * which are passed as parameter or parameter's parameter to event listeners when an event occurs. * @version DragonBones 4.5 * @language en_US */ /** * - 事件对象,包含有关事件的基本信息,当发生事件时,该实例将作为参数或参数的参数传递给事件侦听器。 * @version DragonBones 4.5 * @language zh_CN */ class EventObject : public BaseObject { BIND_CLASS_TYPE_A(EventObject); public: /** * - Animation start play. * @version DragonBones 4.5 * @language en_US */ /** * - 动画开始播放。 * @version DragonBones 4.5 * @language zh_CN */ static const char* START; /** * - Animation loop play complete once. * @version DragonBones 4.5 * @language en_US */ /** * - 动画循环播放完成一次。 * @version DragonBones 4.5 * @language zh_CN */ static const char* LOOP_COMPLETE; /** * - Animation play complete. * @version DragonBones 4.5 * @language en_US */ /** * - 动画播放完成。 * @version DragonBones 4.5 * @language zh_CN */ static const char* COMPLETE; /** * - Animation fade in start. * @version DragonBones 4.5 * @language en_US */ /** * - 动画淡入开始。 * @version DragonBones 4.5 * @language zh_CN */ static const char* FADE_IN; /** * - Animation fade in complete. * @version DragonBones 4.5 * @language en_US */ /** * - 动画淡入完成。 * @version DragonBones 4.5 * @language zh_CN */ static const char* FADE_IN_COMPLETE; /** * - Animation fade out start. * @version DragonBones 4.5 * @language en_US */ /** * - 动画淡出开始。 * @version DragonBones 4.5 * @language zh_CN */ static const char* FADE_OUT; /** * - Animation fade out complete. * @version DragonBones 4.5 * @language en_US */ /** * - 动画淡出完成。 * @version DragonBones 4.5 * @language zh_CN */ static const char* FADE_OUT_COMPLETE; /** * - Animation frame event. * @version DragonBones 4.5 * @language en_US */ /** * - 动画帧事件。 * @version DragonBones 4.5 * @language zh_CN */ static const char* FRAME_EVENT; /** * - Animation frame sound event. * @version DragonBones 4.5 * @language en_US */ /** * - 动画帧声音事件。 * @version DragonBones 4.5 * @language zh_CN */ static const char* SOUND_EVENT; /** * @internal */ static void actionDataToInstance(const ActionData* data, EventObject* instance, Armature* armature); public: /** * - If is a frame event, the value is used to describe the time that the event was in the animation timeline. (In * seconds) * @version DragonBones 4.5 * @language en_US */ /** * - 如果是帧事件,此值用来描述该事件在动画时间轴中所处的时间。(以秒为单位) * @version DragonBones 4.5 * @language zh_CN */ float time; /** * - The event type。 * @version DragonBones 4.5 * @language en_US */ /** * - 事件类型。 * @version DragonBones 4.5 * @language zh_CN */ std::string type; /** * - The event name. (The frame event name or the frame sound name) * @version DragonBones 4.5 * @language en_US */ /** * - 事件名称。 (帧事件的名称或帧声音的名称) * @version DragonBones 4.5 * @language zh_CN */ std::string name; /** * - The armature that dispatch the event. * @see dragonBones.Armature * @version DragonBones 4.5 * @language en_US */ /** * - 发出该事件的骨架。 * @see dragonBones.Armature * @version DragonBones 4.5 * @language zh_CN */ Armature* armature; /** * - The bone that dispatch the event. * @see dragonBones.Bone * @version DragonBones 4.5 * @language en_US */ /** * - 发出该事件的骨骼。 * @see dragonBones.Bone * @version DragonBones 4.5 * @language zh_CN */ Bone* bone; /** * - The slot that dispatch the event. * @see dragonBones.Slot * @version DragonBones 4.5 * @language en_US */ /** * - 发出该事件的插槽。 * @see dragonBones.Slot * @version DragonBones 4.5 * @language zh_CN */ Slot* slot; /** * - The animation state that dispatch the event. * @see dragonBones.AnimationState * @version DragonBones 4.5 * @language en_US */ /** * - 发出该事件的动画状态。 * @see dragonBones.AnimationState * @version DragonBones 4.5 * @language zh_CN */ AnimationState* animationState; /** * @private */ const ActionData* actionData; /** * - The custom data. * @see dragonBones.CustomData * @private * @version DragonBones 5.0 * @language en_US */ /** * - 自定义数据。 * @see dragonBones.CustomData * @private * @version DragonBones 5.0 * @language zh_CN */ UserData* data; protected: virtual void _onClear() override; public: // For WebAssembly. Armature* getArmature() const { return armature; } Bone* getBone() const { return bone; } Slot* getSlot() const { return slot; } AnimationState* getAnimationState() const { return animationState; } UserData* getData() const { return data; } }; DRAGONBONES_NAMESPACE_END #endif // DRAGONBONES_EVENT_OBJECT_H