#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" #include "cocos-ext.h" #include "../../VisibleRect.h" #include "../../testBasic.h" class ArmatureTestScene : public TestScene { public: ArmatureTestScene(bool bPortrait = false); virtual void runThisTest(); // The CallBack for back to the main menu scene virtual void MainMenuCallback(CCObject* pSender); }; enum { TEST_COCOSTUDIO_WITH_SKELETON = 0, TEST_COCOSTUDIO_WITHOUT_SKELETON, TEST_DRAGON_BONES_2_0, TEST_PERFORMANCE, TEST_CHANGE_ZORDER, TEST_ANIMATION_EVENT, TEST_PARTICLE_DISPLAY, TEST_USE_DIFFERENT_PICTURE, TEST_BOX2D_DETECTOR, TEST_BOUDINGBOX, TEST_ANCHORPOINT, TEST_ARMATURE_NESTING, TEST_LAYER_COUNT }; class ArmatureTestLayer : public CCLayer { public: virtual void onEnter(); virtual void onExit(); virtual std::string title(); virtual std::string subtitle(); void restartCallback(CCObject* pSender); void nextCallback(CCObject* pSender); void backCallback(CCObject* pSender); virtual void draw(); }; class TestDragonBones20 : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); }; class TestCSWithSkeleton : public ArmatureTestLayer { virtual void onEnter(); virtual std::string title(); }; class TestCSWithoutSkeleton : public ArmatureTestLayer { virtual void onEnter(); virtual std::string title(); }; class TestPerformance : public ArmatureTestLayer { public: ~TestPerformance(); virtual void onEnter(); virtual std::string title(); virtual std::string subtitle(); virtual void addArmature(cocos2d::extension::CCArmature *armature); void update(float delta); int armatureCount; int frames; float times; float lastTimes; bool generated; }; class TestChangeZorder : public ArmatureTestLayer { virtual void onEnter(); virtual std::string title(); void changeZorder(float dt); int currentTag; }; class TestAnimationEvent : public ArmatureTestLayer, public sigslot::has_slots<> { public: virtual void onEnter(); virtual std::string title(); void animationEvent(cocos2d::extension::CCArmature *armature, cocos2d::extension::MovementEventType movementType, const char *movementID); void callback1(); void callback2(); cocos2d::extension::CCArmature *armature; }; class TestUseMutiplePicture : public ArmatureTestLayer { virtual void onEnter(); virtual std::string title(); virtual std::string subtitle(); virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent); virtual void registerWithTouchDispatcher(); int displayIndex; cocos2d::extension::CCArmature *armature; }; class TestParticleDisplay : public ArmatureTestLayer { virtual void onEnter(); virtual std::string title(); virtual std::string subtitle(); virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent); virtual void registerWithTouchDispatcher(); int animationID; cocos2d::extension::CCArmature *armature; }; class TestBox2DDetector : public ArmatureTestLayer, public sigslot::has_slots<> { public: virtual void onEnter(); virtual std::string title(); virtual void draw(); virtual void update(float delta); void onHit(cocos2d::extension::CCBone *bone, cocos2d::extension::CCBone *bone2); cocos2d::extension::CCArmature *armature; cocos2d::extension::CCArmature *armature2; }; class TestBoundingBox : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); virtual void draw(); cocos2d::extension::CCArmature *armature; CCRect rect; }; class TestAnchorPoint : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); }; class TestArmatureNesting : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent); virtual void registerWithTouchDispatcher(); cocos2d::extension::CCArmature *armature; int weaponIndex; }; #endif // __HELLOWORLD_SCENE_H__