/**************************************************************************** Copyright (c) 2013 cocos2d-x.org http://www.cocos2d-x.org 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. ****************************************************************************/ #include "cocostudio/CCActionNode.h" #include "cocostudio/CCActionFrameEasing.h" #include "cocostudio/DictionaryHelper.h" #include "gui/UIWidget.h" #include "gui/UIHelper.h" using namespace cocos2d; using namespace gui; namespace cocostudio { ActionNode::ActionNode() : _currentFrameIndex(0) , _destFrameIndex(0) , _fUnitTime(0.1f) , _actionTag(0) , _actionSpawn(NULL) , _action(NULL) , _object(NULL) , _frameArray(NULL) , _frameArrayNum(0) { _frameArray = Array::create(); _frameArray->retain(); _frameArrayNum = (int)kKeyframeMax; for(int i = 0; i < _frameArrayNum; i++) { Array* cArray = Array::create(); _frameArray->addObject(cArray); } } ActionNode::~ActionNode() { if (_action == NULL) { CC_SAFE_RELEASE_NULL(_actionSpawn); } else { CC_SAFE_RELEASE_NULL(_action); } if (_frameArray != NULL) { _frameArray->removeAllObjects(); CC_SAFE_RELEASE_NULL(_frameArray); } } void ActionNode::initWithDictionary(JsonDictionary *dic,Object* root) { setActionTag(DICTOOL->getIntValue_json(dic, "ActionTag")); int actionFrameCount = DICTOOL->getArrayCount_json(dic, "actionframelist"); for (int i=0; igetDictionaryFromArray_json(dic, "actionframelist", i); int frameInex = DICTOOL->getIntValue_json(actionFrameDic,"frameid"); bool existPosition = DICTOOL->checkObjectExist_json(actionFrameDic,"positionx"); if (existPosition) { float positionX = DICTOOL->getFloatValue_json(actionFrameDic, "positionx"); float positionY = DICTOOL->getFloatValue_json(actionFrameDic, "positiony"); ActionMoveFrame* actionFrame = new ActionMoveFrame(); actionFrame->setFrameIndex(frameInex); actionFrame->setPosition(Point(positionX, positionY)); Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeMove); cActionArray->addObject(actionFrame); } bool existScale = DICTOOL->checkObjectExist_json(actionFrameDic,"scalex"); if (existScale) { float scaleX = DICTOOL->getFloatValue_json(actionFrameDic, "scalex"); float scaleY = DICTOOL->getFloatValue_json(actionFrameDic, "scaley"); ActionScaleFrame* actionFrame = new ActionScaleFrame(); actionFrame->setFrameIndex(frameInex); actionFrame->setScaleX(scaleX); actionFrame->setScaleY(scaleY); Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeScale); cActionArray->addObject(actionFrame); } bool existRotation = DICTOOL->checkObjectExist_json(actionFrameDic,"rotation"); if (existRotation) { float rotation = DICTOOL->getFloatValue_json(actionFrameDic, "rotation"); ActionRotationFrame* actionFrame = new ActionRotationFrame(); actionFrame->setFrameIndex(frameInex); actionFrame->setRotation(rotation); Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeRotate); cActionArray->addObject(actionFrame); } bool existOpacity = DICTOOL->checkObjectExist_json(actionFrameDic,"opacity"); if (existOpacity) { int opacity = DICTOOL->getIntValue_json(actionFrameDic, "opacity"); ActionFadeFrame* actionFrame = new ActionFadeFrame(); actionFrame->setFrameIndex(frameInex); actionFrame->setOpacity(opacity); Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeFade); cActionArray->addObject(actionFrame); } bool existColor = DICTOOL->checkObjectExist_json(actionFrameDic,"colorr"); if (existColor) { int colorR = DICTOOL->getIntValue_json(actionFrameDic, "colorr"); int colorG = DICTOOL->getIntValue_json(actionFrameDic, "colorg"); int colorB = DICTOOL->getIntValue_json(actionFrameDic, "colorb"); ActionTintFrame* actionFrame = new ActionTintFrame(); actionFrame->setFrameIndex(frameInex); actionFrame->setColor(Color3B(colorR,colorG,colorB)); Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeTint); cActionArray->addObject(actionFrame); } CC_SAFE_DELETE(actionFrameDic); } initActionNodeFromRoot(root); } void ActionNode::initActionNodeFromRoot(Object* root) { Node* rootNode = dynamic_cast(root); if (rootNode != NULL) { log("Need a definition of for gameObject"); } else { UIWidget* rootWidget = dynamic_cast(root); if (rootWidget != NULL) { UIWidget* widget = UIHelper::seekActionWidgetByActionTag(rootWidget, getActionTag()); if (widget != NULL) { setObject(widget); } } } } void ActionNode::setUnitTime(float fTime) { _fUnitTime = fTime; this->refreshActionProperty(); } float ActionNode::getUnitTime() { return _fUnitTime; } void ActionNode::setActionTag(int tag) { _actionTag = tag; } int ActionNode::getActionTag() { return _actionTag; } void ActionNode::setObject(Object* node) { _object = node; } Object* ActionNode::getObject() { return _object; } Node* ActionNode::getActionNode() { Node* cNode = dynamic_cast(_object); if (cNode != NULL) { return cNode; } else { UIWidget* rootWidget = dynamic_cast(_object); if (rootWidget != NULL) { return rootWidget->getRenderer(); } } return NULL; } void ActionNode::insertFrame(int index, ActionFrame* frame) { if (frame == NULL) { return; } int frameType = frame->getFrameType(); Array* cArray = (Array*)_frameArray->getObjectAtIndex(frameType); if (cArray == NULL) { return; } cArray->insertObject(frame,index); } void ActionNode::addFrame(ActionFrame* frame) { if (frame == NULL) { return; } int frameType = frame->getFrameType(); Array* cArray = (Array*)_frameArray->getObjectAtIndex(frameType); if (cArray == NULL) { return; } cArray->addObject(frame); } void ActionNode::deleteFrame(ActionFrame* frame) { if (frame == NULL) { return; } int frameType = frame->getFrameType(); Array* cArray = (Array*)_frameArray->getObjectAtIndex(frameType); if (cArray == NULL) { return; } cArray->removeObject(frame); } void ActionNode::clearAllFrame() { for (int i = 0; i < _frameArrayNum; i++) { _frameArray[i].removeAllObjects(); } } Spawn * ActionNode::refreshActionProperty() { if ( _object == NULL ) { return NULL; } Vector cSpawnArray; for (int n = 0; n < _frameArrayNum; n++) { Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n)); if (cArray == NULL || cArray->count() <= 0) { continue; } Vector cSequenceArray; long frameCount = cArray->count(); for (int i = 0; i < frameCount; i++) { ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(i)); if (i == 0) { } else { ActionFrame* srcFrame = (ActionFrame*)(cArray->getObjectAtIndex(i-1)); float duration = (frame->getFrameIndex() - srcFrame->getFrameIndex()) * getUnitTime(); Action* cAction = frame->getAction(duration); cSequenceArray.pushBack(static_cast(cAction)); } } Sequence* cSequence = Sequence::create(cSequenceArray); if (cSequence != NULL) { cSpawnArray.pushBack(cSequence); } } if (_action == NULL) { CC_SAFE_RELEASE_NULL(_actionSpawn); } else { CC_SAFE_RELEASE_NULL(_action); } _actionSpawn = Spawn::create(cSpawnArray); CC_SAFE_RETAIN(_actionSpawn); return _actionSpawn; } void ActionNode::playAction() { if ( _object == NULL || _actionSpawn == NULL) { return; } if (_action!=NULL) { _action->release(); } _action = Sequence::create(_actionSpawn, NULL); _action->retain(); this->runAction(); } void ActionNode::runAction() { Node* cNode = this->getActionNode(); if (cNode != NULL && _action != NULL) { cNode->runAction(_action); } } void ActionNode::stopAction() { Node* cNode = this->getActionNode(); if (cNode != NULL && _action != NULL) { cNode->stopAction(_action); } } int ActionNode::getFirstFrameIndex() { int frameindex = 99999; bool bFindFrame = false; for (int n = 0; n < _frameArrayNum; n++) { Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n)); if (cArray == NULL || cArray->count() <= 0) { continue; } bFindFrame = true; ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(0)); int iFrameIndex = frame->getFrameIndex(); if (frameindex > iFrameIndex) { frameindex = iFrameIndex; } } if (!bFindFrame) { frameindex = 0; } return frameindex; } int ActionNode::getLastFrameIndex() { int frameindex = -1; bool bFindFrame = false; for (int n = 0; n < _frameArrayNum; n++) { Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n)); if (cArray == NULL || cArray->count() <= 0) { continue; } bFindFrame = true; int lastInex = cArray->count() - 1; ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(lastInex)); int iFrameIndex = frame->getFrameIndex(); if (frameindex < iFrameIndex) { frameindex = iFrameIndex; } } if (!bFindFrame) { frameindex = 0; } return frameindex; } bool ActionNode::updateActionToTimeLine(float fTime) { bool bFindFrame = false; ActionFrame* srcFrame = NULL; // ActionFrame* destFrame = NULL; for (int n = 0; n < _frameArrayNum; n++) { Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n)); if (cArray == NULL) { continue; } int frameCount = cArray->count(); for (int i = 0; i < frameCount; i++) { ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(i)); if (frame->getFrameIndex()*getUnitTime() == fTime) { this->easingToFrame(1.0f,1.0f,frame); bFindFrame = true; break; } else if (frame->getFrameIndex()*getUnitTime() > fTime) { if (i == 0) { this->easingToFrame(1.0f,1.0f,frame); bFindFrame = false; } else { srcFrame = (ActionFrame*)(cArray->getObjectAtIndex(i-1)); float duration = (frame->getFrameIndex() - srcFrame->getFrameIndex())*getUnitTime(); float delaytime = fTime - srcFrame->getFrameIndex()*getUnitTime(); this->easingToFrame(duration,1.0f,srcFrame); //float easingTime = ActionFrameEasing::bounceTime(delaytime); this->easingToFrame(duration,delaytime/duration,frame); bFindFrame = true; } break; } } } return bFindFrame; } void ActionNode::easingToFrame(float duration,float delayTime,ActionFrame* destFrame) { Action* cAction = destFrame->getAction(duration); Node* cNode = this->getActionNode(); if (cAction == NULL || cNode == NULL) { return; } cAction->startWithTarget(cNode); cAction->update(delayTime); } bool ActionNode::isActionDoneOnce() { if (_action == nullptr) { return true; } return _action->isDone(); } }