/******************************************************************************* * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ #include #include #include USING_NS_CC; using std::min; using std::max; using std::vector; namespace cocos2d { namespace extension { CCSkeletonAnimation* CCSkeletonAnimation::createWithData (SkeletonData* skeletonData) { CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonData); node->autorelease(); return node; } CCSkeletonAnimation* CCSkeletonAnimation::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) { CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonDataFile, atlas, scale); node->autorelease(); return node; } CCSkeletonAnimation* CCSkeletonAnimation::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) { CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonDataFile, atlasFile, scale); node->autorelease(); return node; } CCSkeletonAnimation::CCSkeletonAnimation (SkeletonData *skeletonData) : CCSkeleton(skeletonData) { addAnimationState(); } CCSkeletonAnimation::CCSkeletonAnimation (const char* skeletonDataFile, Atlas* atlas, float scale) : CCSkeleton(skeletonDataFile, atlas, scale) { addAnimationState(); } CCSkeletonAnimation::CCSkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale) : CCSkeleton(skeletonDataFile, atlasFile, scale) { addAnimationState(); } CCSkeletonAnimation::~CCSkeletonAnimation () { for (std::vector::iterator iter = stateDatas.begin(); iter != stateDatas.end(); ++iter) AnimationStateData_dispose(*iter); for (std::vector::iterator iter = states.begin(); iter != states.end(); ++iter) AnimationState_dispose(*iter); } void CCSkeletonAnimation::update (float deltaTime) { super::update(deltaTime); deltaTime *= timeScale; for (std::vector::iterator iter = states.begin(); iter != states.end(); ++iter) { AnimationState_update(*iter, deltaTime); AnimationState_apply(*iter, skeleton); } Skeleton_updateWorldTransform(skeleton); } void CCSkeletonAnimation::addAnimationState (AnimationStateData* stateData) { if (!stateData) { stateData = AnimationStateData_create(skeleton->data); stateDatas.push_back(stateData); } AnimationState* state = AnimationState_create(stateData); states.push_back(state); } void CCSkeletonAnimation::setAnimationStateData (AnimationStateData* stateData, int stateIndex) { CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range."); CCASSERT(stateData, "stateData cannot be null."); AnimationState* state = states[stateIndex]; for (std::vector::iterator iter = stateDatas.begin(); iter != stateDatas.end(); ++iter) { if (state->data == *iter) { AnimationStateData_dispose(state->data); stateDatas.erase(iter); break; } } for (std::vector::iterator iter = states.begin(); iter != states.end(); ++iter) { if (state == *iter) { states.erase(iter); break; } } AnimationState_dispose(state); state = AnimationState_create(stateData); states[stateIndex] = state; } void CCSkeletonAnimation::setMix (const char* fromAnimation, const char* toAnimation, float duration, int stateIndex) { CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range."); AnimationStateData_setMixByName(states[stateIndex]->data, fromAnimation, toAnimation, duration); } void CCSkeletonAnimation::setAnimation (const char* name, bool loop, int stateIndex) { CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range."); AnimationState_setAnimationByName(states[stateIndex], name, loop); } void CCSkeletonAnimation::addAnimation (const char* name, bool loop, float delay, int stateIndex) { CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range."); AnimationState_addAnimationByName(states[stateIndex], name, loop, delay); } void CCSkeletonAnimation::clearAnimation (int stateIndex) { CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range."); AnimationState_clearAnimation(states[stateIndex]); } }} // namespace cocos2d { namespace extension {