#include "EventObject.h" #include "../model/UserData.h" #include "../armature/Armature.h" DRAGONBONES_NAMESPACE_BEGIN const char* EventObject::START = "start"; const char* EventObject::LOOP_COMPLETE = "loopComplete"; const char* EventObject::COMPLETE = "complete"; const char* EventObject::FADE_IN = "fadeIn"; const char* EventObject::FADE_IN_COMPLETE = "fadeInComplete"; const char* EventObject::FADE_OUT = "fadeOut"; const char* EventObject::FADE_OUT_COMPLETE = "fadeOutComplete"; const char* EventObject::FRAME_EVENT = "frameEvent"; const char* EventObject::SOUND_EVENT = "soundEvent"; void EventObject::actionDataToInstance(const ActionData* data, EventObject* instance, Armature* armature) { if (data->type == ActionType::Play) { instance->type = EventObject::FRAME_EVENT; } else { instance->type = data->type == ActionType::Frame ? EventObject::FRAME_EVENT : EventObject::SOUND_EVENT; } instance->name = data->name; instance->armature = armature; instance->actionData = data; instance->data = data->data; if (data->bone != nullptr) { instance->bone = armature->getBone(data->bone->name); } if (data->slot != nullptr) { instance->slot = armature->getSlot(data->slot->name); } } void EventObject::_onClear() { time = 0.0f; type = ""; name = ""; armature = nullptr; bone = nullptr; slot = nullptr; animationState = nullptr; actionData = nullptr; data = nullptr; } DRAGONBONES_NAMESPACE_END