/** * 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_BASE_FACTORY_H #define DRAGONBONES_BASE_FACTORY_H #include "../parser/JSONDataParser.h" #include "../parser/BinaryDataParser.h" #include "../armature/Armature.h" #include "../armature/Bone.h" #include "../armature/Slot.h" #include "../armature/Constraint.h" #include "../animation/Animation.h" DRAGONBONES_NAMESPACE_BEGIN /** * - Base class for the factory that create the armatures. (Typically only one global factory instance is required) * The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances. * Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until * it is cleared by the factory instance. * @see dragonBones.DragonBonesData * @see dragonBones.TextureAtlasData * @see dragonBones.ArmatureData * @see dragonBones.Armature * @version DragonBones 3.0 * @language en_US */ /** * - 创建骨架的工厂基类。 (通常只需要一个全局工厂实例) * 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。 * 当数据被解析过之后,已经添加到工厂中,在没有被工厂清理之前,不需要再次解析。 * @see dragonBones.DragonBonesData * @see dragonBones.TextureAtlasData * @see dragonBones.ArmatureData * @see dragonBones.Armature * @version DragonBones 3.0 * @language zh_CN */ class BaseFactory { protected: static JSONDataParser _jsonParser; static BinaryDataParser _binaryParser; public: /** * @private */ bool autoSearch; protected: std::map _dragonBonesDataMap; std::map> _textureAtlasDataMap; DragonBones* _dragonBones; DataParser* _dataParser; public: /** * - Create a factory instance. (typically only one global factory instance is required) * @version DragonBones 3.0 * @language en_US */ /** * - 创建一个工厂实例。 (通常只需要一个全局工厂实例) * @version DragonBones 3.0 * @language zh_CN */ BaseFactory(DataParser* dataParser = nullptr) : autoSearch(false), _dragonBonesDataMap(), _textureAtlasDataMap(), _dragonBones(nullptr), _dataParser(nullptr) { _dataParser = dataParser != nullptr ? dataParser : &BaseFactory::_jsonParser; } virtual ~BaseFactory() { clear(); _dragonBones = nullptr; _dataParser = nullptr; } protected: virtual inline bool _isSupportMesh() const { return true; } virtual TextureData* _getTextureData(const std::string& textureAtlasName, const std::string& textureName) const; virtual bool _fillBuildArmaturePackage(BuildArmaturePackage& dataPackage, const std::string& dragonBonesName, const std::string& armatureName, const std::string& skinName, const std::string& textureAtlasName) const; virtual void _buildBones(const BuildArmaturePackage& dataPackage, Armature* armature) const; /** * @private */ virtual void _buildSlots(const BuildArmaturePackage& dataPackage, Armature* armature) const; virtual Armature* _buildChildArmature(const BuildArmaturePackage* dataPackage, Slot* slot, DisplayData* displayData) const; virtual std::pair _getSlotDisplay(const BuildArmaturePackage* dataPackage, DisplayData* displayData, DisplayData* rawDisplayData, Slot* slot) const; virtual TextureAtlasData* _buildTextureAtlasData(TextureAtlasData* textureAtlasData, void* textureAtlas) const = 0; virtual Armature* _buildArmature(const BuildArmaturePackage& dataPackage) const = 0; virtual Slot* _buildSlot(const BuildArmaturePackage& dataPackage, const SlotData* slotData, Armature* armature) const = 0; public: /** * - Parse the raw data to a DragonBonesData instance and cache it to the factory. * @param rawData - The raw 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 all armatures. (Default: 1.0) * @returns DragonBonesData instance * @see #getDragonBonesData() * @see #addDragonBonesData() * @see #removeDragonBonesData() * @see dragonBones.DragonBonesData * @version DragonBones 4.5 * @language en_US */ /** * - 将原始数据解析为 DragonBonesData 实例,并缓存到工厂中。 * @param rawData - 原始数据。 * @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 - 为所有的骨架指定一个缩放值。 (默认: 1.0) * @returns DragonBonesData 实例 * @see #getDragonBonesData() * @see #addDragonBonesData() * @see #removeDragonBonesData() * @see dragonBones.DragonBonesData * @version DragonBones 4.5 * @language zh_CN */ virtual DragonBonesData* parseDragonBonesData(const char* rawData, const std::string& name = "", float scale = 1.0f); /** * - Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to * the factory. * @param rawData - The raw texture atlas data. * @param textureAtlas - The texture atlas object. * @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. (Default: 1.0) * @returns TextureAtlasData instance * @see #getTextureAtlasData() * @see #addTextureAtlasData() * @see #removeTextureAtlasData() * @see dragonBones.TextureAtlasData * @version DragonBones 4.5 * @language en_US */ /** * - 将原始贴图集数据和贴图集对象解析为 TextureAtlasData 实例,并缓存到工厂中。 * @param rawData - 原始贴图集数据。 * @param textureAtlas - 贴图集对象。 * @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: 1.0) * @returns TextureAtlasData 实例 * @see #getTextureAtlasData() * @see #addTextureAtlasData() * @see #removeTextureAtlasData() * @see dragonBones.TextureAtlasData * @version DragonBones 4.5 * @language zh_CN */ virtual TextureAtlasData* parseTextureAtlasData(const char* rawData, void* textureAtlas, const std::string& name = "", float scale = 1.0f); /** * - Get a specific DragonBonesData instance. * @param name - The DragonBonesData instance cache name. * @returns DragonBonesData instance * @see #parseDragonBonesData() * @see #addDragonBonesData() * @see #removeDragonBonesData() * @see dragonBones.DragonBonesData * @version DragonBones 3.0 * @language en_US */ /** * - 获取特定的 DragonBonesData 实例。 * @param name - DragonBonesData 实例的缓存名称。 * @returns DragonBonesData 实例 * @see #parseDragonBonesData() * @see #addDragonBonesData() * @see #removeDragonBonesData() * @see dragonBones.DragonBonesData * @version DragonBones 3.0 * @language zh_CN */ inline DragonBonesData* getDragonBonesData(const std::string& name) const { return mapFind(_dragonBonesDataMap, name); } /** * - Cache a DragonBonesData instance to the factory. * @param data - The DragonBonesData instance. * @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) * @see #parseDragonBonesData() * @see #getDragonBonesData() * @see #removeDragonBonesData() * @see dragonBones.DragonBonesData * @version DragonBones 3.0 * @language en_US */ /** * - 将 DragonBonesData 实例缓存到工厂中。 * @param data - DragonBonesData 实例。 * @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) * @see #parseDragonBonesData() * @see #getDragonBonesData() * @see #removeDragonBonesData() * @see dragonBones.DragonBonesData * @version DragonBones 3.0 * @language zh_CN */ virtual void addDragonBonesData(DragonBonesData* data, const std::string& name = ""); /** * - Remove a DragonBonesData instance. * @param name - The DragonBonesData instance cache name. * @param disposeData - Whether to dispose data. (Default: true) * @see #parseDragonBonesData() * @see #getDragonBonesData() * @see #addDragonBonesData() * @see dragonBones.DragonBonesData * @version DragonBones 3.0 * @language en_US */ /** * - 移除 DragonBonesData 实例。 * @param name - DragonBonesData 实例缓存名称。 * @param disposeData - 是否释放数据。 (默认: true) * @see #parseDragonBonesData() * @see #getDragonBonesData() * @see #addDragonBonesData() * @see dragonBones.DragonBonesData * @version DragonBones 3.0 * @language zh_CN */ virtual void removeDragonBonesData(const std::string& name, bool disposeData = true); /** * - Get a list of specific TextureAtlasData instances. * @param name - The TextureAtlasData cahce name. * @see #parseTextureAtlasData() * @see #addTextureAtlasData() * @see #removeTextureAtlasData() * @see dragonBones.TextureAtlasData * @version DragonBones 3.0 * @language en_US */ /** * - 获取特定的 TextureAtlasData 实例列表。 * @param name - TextureAtlasData 实例缓存名称。 * @see #parseTextureAtlasData() * @see #addTextureAtlasData() * @see #removeTextureAtlasData() * @see dragonBones.TextureAtlasData * @version DragonBones 3.0 * @language zh_CN */ inline std::vector* getTextureAtlasData(const std::string& name) { return mapFindB(_textureAtlasDataMap, name); } /** * - Cache a TextureAtlasData instance to the factory. * @param data - The TextureAtlasData instance. * @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) * @see #parseTextureAtlasData() * @see #getTextureAtlasData() * @see #removeTextureAtlasData() * @see dragonBones.TextureAtlasData * @version DragonBones 3.0 * @language en_US */ /** * - 将 TextureAtlasData 实例缓存到工厂中。 * @param data - TextureAtlasData 实例。 * @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) * @see #parseTextureAtlasData() * @see #getTextureAtlasData() * @see #removeTextureAtlasData() * @see dragonBones.TextureAtlasData * @version DragonBones 3.0 * @language zh_CN */ virtual void addTextureAtlasData(TextureAtlasData* data, const std::string& name = ""); /** * - Remove a TextureAtlasData instance. * @param name - The TextureAtlasData instance cache name. * @param disposeData - Whether to dispose data. * @see #parseTextureAtlasData() * @see #getTextureAtlasData() * @see #addTextureAtlasData() * @see dragonBones.TextureAtlasData * @version DragonBones 3.0 * @language en_US */ /** * - 移除 TextureAtlasData 实例。 * @param name - TextureAtlasData 实例的缓存名称。 * @param disposeData - 是否释放数据。 * @see #parseTextureAtlasData() * @see #getTextureAtlasData() * @see #addTextureAtlasData() * @see dragonBones.TextureAtlasData * @version DragonBones 3.0 * @language zh_CN */ virtual void removeTextureAtlasData(const std::string& name, bool disposeData = true); /** * - Get a specific armature data. * @param name - The armature data name. * @param dragonBonesName - The cached name for DragonbonesData instance. * @see dragonBones.ArmatureData * @version DragonBones 5.1 * @language en_US */ /** * - 获取特定的骨架数据。 * @param name - 骨架数据名称。 * @param dragonBonesName - DragonBonesData 实例的缓存名称。 * @see dragonBones.ArmatureData * @version DragonBones 5.1 * @language zh_CN */ virtual ArmatureData* getArmatureData(const std::string& name, const std::string& dragonBonesName = "") const; /** * - Clear all cached DragonBonesData instances and TextureAtlasData instances. * @param disposeData - Whether to dispose data. * @version DragonBones 4.5 * @language en_US */ /** * - 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。 * @param disposeData - 是否释放数据。 * @version DragonBones 4.5 * @language zh_CN */ virtual void clear(bool disposeData = true); /** * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances. * Note that when the created armature that is no longer in use, you need to explicitly dispose {@link * #dragonBones.Armature#dispose()}. * @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. * @example * TypeScript style, for reference only. *
     *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
     *     armature.clock = factory.clock;
     * 
* @see dragonBones.DragonBonesData * @see dragonBones.ArmatureData * @version DragonBones 3.0 * @language en_US */ /** * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。 * 注意,创建的骨架不再使用时,需要显式释放 {@link #dragonBones.Armature#dispose()}。 * @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。 * @example * TypeScript 风格,仅供参考。 *
     *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
     *     armature.clock = factory.clock;
     * 
* @see dragonBones.DragonBonesData * @see dragonBones.ArmatureData * @version DragonBones 3.0 * @language zh_CN */ virtual Armature* buildArmature(const std::string& armatureName, const std::string& dragonBonesName = "", const std::string& skinName = "", const std::string& textureAtlasName = "") const; /** * @private */ virtual void replaceDisplay(Slot* slot, DisplayData* displayData, int displayIndex) const; /** * - Replaces the current display data for a particular slot with a specific display data. * Specify display data with "dragonBonesName/armatureName/slotName/displayName". * @param dragonBonesName - The DragonBonesData instance cache name. * @param armatureName - The armature data name. * @param slotName - The slot data name. * @param displayName - The display data name. * @param slot - The slot. * @param displayIndex - The index of the display data that is replaced. (If it is not set, replaces the current * display data) * @example * TypeScript style, for reference only. *
     *     let slot = armature.getSlot("weapon");
     *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
     * 
* @version DragonBones 4.5 * @language en_US */ /** * - 用特定的显示对象数据替换特定插槽当前的显示对象数据。 * 用 "dragonBonesName/armatureName/slotName/displayName" 指定显示对象数据。 * @param dragonBonesName - DragonBonesData 实例的缓存名称。 * @param armatureName - 骨架数据名称。 * @param slotName - 插槽数据名称。 * @param displayName - 显示对象数据名称。 * @param slot - 插槽。 * @param displayIndex - 被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据) * @example * TypeScript 风格,仅供参考。 *
     *     let slot = armature.getSlot("weapon");
     *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
     * 
* @version DragonBones 4.5 * @language zh_CN */ virtual bool replaceSlotDisplay(const std::string& dragonBonesName, const std::string& armatureName, const std::string& slotName, const std::string& displayName, Slot* slot, int displayIndex = -1) const; /** * @private */ virtual bool replaceSlotDisplayList(const std::string& dragonBonesName, const std::string& armatureName, const std::string& slotName, Slot* slot) const; /** * - Share specific skin data with specific armature. * @param armature - The armature. * @param skin - The skin data. * @param isOverride - Whether it completely override the original skin. (Default: false) * @param exclude - A list of slot names that do not need to be replace. * @example * TypeScript style, for reference only. *
     *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
     *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
     *     if (armatureDataB && armatureDataB.defaultSkin) {
     *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
     *     }
     * 
* @see dragonBones.Armature * @see dragonBones.SkinData * @version DragonBones 5.6 * @language en_US */ /** * - 将特定的皮肤数据共享给特定的骨架使用。 * @param armature - 骨架。 * @param skin - 皮肤数据。 * @param isOverride - 是否完全覆盖原来的皮肤。 (默认: false) * @param exclude - 不需要被替换的插槽名称列表。 * @example * TypeScript 风格,仅供参考。 *
     *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
     *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
     *     if (armatureDataB && armatureDataB.defaultSkin) {
     *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
     *     }
     * 
* @see dragonBones.Armature * @see dragonBones.SkinData * @version DragonBones 5.6 * @language zh_CN */ virtual bool replaceSkin(Armature* armature, SkinData* skin, bool isOverride = false, const std::vector* exclude = nullptr) const; /** * - Replaces the existing animation data for a specific armature with the animation data for the specific armature * data. This enables you to make a armature template so that other armature without animations can share it's * animations. * @param armature - The armtaure. * @param armatureData - The armature data. * @param isOverride - Whether to completely overwrite the original animation. (Default: false) * @example * TypeScript style, for reference only. *
     *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
     *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
     *     if (armatureDataB) {
     *     factory.replaceAnimation(armatureA, armatureDataB);
     *     }
     * 
* @see dragonBones.Armature * @see dragonBones.ArmatureData * @version DragonBones 5.6 * @language en_US */ /** * - 用特定骨架数据的动画数据替换特定骨架现有的动画数据。 * 这样就能实现制作一个骨架动画模板,让其他没有制作动画的骨架共享该动画。 * @param armature - 骨架。 * @param armatureData - 骨架数据。 * @param isOverride - 是否完全覆盖原来的动画。(默认: false) * @example * TypeScript 风格,仅供参考。 *
     *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
     *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
     *     if (armatureDataB) {
     *     factory.replaceAnimation(armatureA, armatureDataB);
     *     }
     * 
* @see dragonBones.Armature * @see dragonBones.ArmatureData * @version DragonBones 5.6 * @language zh_CN */ virtual bool replaceAnimation(Armature* armature, ArmatureData* armatureData, bool isReplaceAll = true) const; /** * @private */ inline const std::map>& getAllTextureAtlasData() const { return _textureAtlasDataMap; } /** * @private */ inline const std::map& getAllDragonBonesData() const { return _dragonBonesDataMap; } /** * - An Worldclock instance updated by engine. * @version DragonBones 5.7 * @language en_US */ /** * - 由引擎驱动的 WorldClock 实例。 * @version DragonBones 5.7 * @language zh_CN */ inline WorldClock* getClock() const { return _dragonBones->getClock(); } /** * - Deprecated, please refer to {@link #replaceSkin}. * @deprecated * @language en_US */ /** * - 已废弃,请参考 {@link #replaceSkin}。 * @deprecated * @language zh_CN */ inline bool changeSkin(Armature* armature, SkinData* skin, const std::vector* exclude = nullptr) const { return replaceSkin(armature, skin, false, exclude); } }; /** * @internal */ class BuildArmaturePackage { DRAGONBONES_DISALLOW_COPY_AND_ASSIGN(BuildArmaturePackage) public: std::string dataName; std::string textureAtlasName; DragonBonesData* data; ArmatureData* armature; SkinData* skin; BuildArmaturePackage() : dataName(), textureAtlasName(), data(nullptr), armature(nullptr), skin(nullptr) {} ~BuildArmaturePackage() {} }; DRAGONBONES_NAMESPACE_END #endif // DRAGONBONES_BASE_FACTORY_H