#include "ActionTimelineTestScene.h" #include "../../testResource.h" #include "renderer/CCRenderer.h" #include "renderer/CCCustomCommand.h" #include "VisibleRect.h" USING_NS_CC; using namespace cocostudio; using namespace cocostudio::timeline; CocoStudioActionTimelineTests::CocoStudioActionTimelineTests() { ADD_TEST_CASE(TestActionTimeline); ADD_TEST_CASE(TestChangePlaySection); ADD_TEST_CASE(TestTimelineFrameEvent); ADD_TEST_CASE(TestTimelinePerformance); ADD_TEST_CASE(TestTimelineAnimationList); ADD_TEST_CASE(TestTimelineProjectNode); ADD_TEST_CASE(TestProjectNodeForSimulator); ADD_TEST_CASE(TestTimelineNodeLoadedCallback); ADD_TEST_CASE(TestActionTimelineEase); ADD_TEST_CASE(TestActionTimelineSkeleton); } CocoStudioActionTimelineTests::~CocoStudioActionTimelineTests() { } bool ActionTimelineBaseTest::init() { if (TestCase::init()) { Sprite *bg = Sprite::create("armature/bg.jpg"); bg->setPosition(VisibleRect::center()); float scaleX = VisibleRect::getVisibleRect().size.width / bg->getContentSize().width; float scaleY = VisibleRect::getVisibleRect().size.height / bg->getContentSize().height; bg->setScaleX(scaleX); bg->setScaleY(scaleY); addChild(bg); setGLProgram(ShaderCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); return true; } return false; } void ActionTimelineBaseTest::onExit() { cocostudio::destroyCocosStudio(); TestCase::onExit(); } std::string ActionTimelineBaseTest::title() const { return "Armature Test Bed"; } // TestActionTimeline void TestActionTimeline::onEnter() { ActionTimelineBaseTest::onEnter(); Node* node = CSLoader::createNode("ActionTimeline/DemoPlayer.csb"); ActionTimeline* action = CSLoader::createTimeline("ActionTimeline/DemoPlayer.csb"); node->runAction(action); action->gotoFrameAndPlay(0); // ActionTimelineNode* node = CSLoader::createActionTimelineNode("ActionTimeline/DemoPlayer.csb", 0, 40, true); node->setScale(0.2f); node->setPosition(VisibleRect::center()); addChild(node); } std::string TestActionTimeline::title() const { return "Test ActionTimeline"; } // TestActionTimeline void TestChangePlaySection::onEnter() { ActionTimelineBaseTest::onEnter(); Node* node = CSLoader::createNode("ActionTimeline/DemoPlayer.csb"); action = CSLoader::createTimeline("ActionTimeline/DemoPlayer.csb"); node->runAction(action); action->gotoFrameAndPlay(41); /* ActionTimelineNode* node = CSLoader::createActionTimelineNode("ActionTimeline/DemoPlayer.csb", 41, 81, true); action = node->getActionTimeline(); */ node->setScale(0.2f); node->setPosition(VisibleRect::center()); // add touch event listener auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesEnded = CC_CALLBACK_2(TestChangePlaySection::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); addChild(node); } std::string TestChangePlaySection::title() const { return "Test Change Play Section"; } void TestChangePlaySection::onTouchesEnded(const std::vector& touches, Event* event) { if(action->getStartFrame() == 0) action->gotoFrameAndPlay(41, 81, true); else action->gotoFrameAndPlay(0, 40, true); } // TestFrameEvent void TestTimelineFrameEvent::onEnter() { ActionTimelineBaseTest::onEnter(); Node* node = CSLoader::createNode("ActionTimeline/DemoPlayer.csb"); ActionTimeline* action = CSLoader::createTimeline("ActionTimeline/DemoPlayer.csb"); node->runAction(action); action->gotoFrameAndPlay(0); /* ActionTimelineNode* node = CSLoader::createActionTimelineNode("ActionTimeline/DemoPlayer.csb", 0, 40, true); ActionTimeline* action = node->getActionTimeline(); */ node->setScale(0.2f); node->setPosition(150,100); addChild(node); action->setFrameEventCallFunc(CC_CALLBACK_1(TestTimelineFrameEvent::onFrameEvent, this)); } std::string TestTimelineFrameEvent::title() const { return "Test Frame Event"; } void TestTimelineFrameEvent::onFrameEvent(Frame* frame) { EventFrame* evnt = dynamic_cast(frame); if(!evnt) return; std::string str = evnt->getEvent(); if (str == "changeColor") { evnt->getNode()->setColor(Color3B(0,0,0)); } else if(str == "endChangeColor") { evnt->getNode()->setColor(Color3B(255,255,255)); } } // TestTimelinePerformance void TestTimelinePerformance::onEnter() { ActionTimelineBaseTest::onEnter(); for (int i = 0; i< 100; i++) { Node* node = CSLoader::createNode("ActionTimeline/DemoPlayer.csb"); ActionTimeline* action = CSLoader::createTimeline("ActionTimeline/DemoPlayer.csb"); node->runAction(action); action->gotoFrameAndPlay(41); // ActionTimelineNode* node = CSLoader::createActionTimelineNode("ActionTimeline/DemoPlayer.csb", 41, 81, true); node->setScale(0.1f); node->setPosition(i*2,100); addChild(node); } } std::string TestTimelinePerformance::title() const { return "Test ActionTimeline performance"; } // TestTimelineAnimationList void TestTimelineAnimationList::onEnter() { ActionTimelineBaseTest::onEnter(); Node* node = CSLoader::createNode("ActionTimeline/DemoPlayer.csb"); ActionTimeline* action = CSLoader::createTimeline("ActionTimeline/DemoPlayer.csb"); cocostudio::timeline::AnimationInfo standinfo("stand", 0, 40); cocostudio::timeline::AnimationInfo walkinfo("walk", 41, 81); action->addAnimationInfo(standinfo); action->addAnimationInfo(walkinfo); node->runAction(action); action->play("walk", true); node->setScale(0.2f); node->setPosition(150,100); addChild(node); } std::string TestTimelineAnimationList::title() const { return "Test ActionTimeline AnimationList"; } //TestTimelineProjectNode //InnerActionFrame make InnerAction Play until action's duration or next InnerActionFrame void TestTimelineProjectNode::onEnter() { ActionTimelineBaseTest::onEnter(); Node* node = CSLoader::createNode("ActionTimeline/TestAnimation.csb"); ActionTimeline* action = CSLoader::createTimeline("ActionTimeline/TestAnimation.csb"); node->runAction(action); action->gotoFrameAndPlay(0, true); node->setPosition(-300, -300); addChild(node); } std::string TestTimelineProjectNode::title() const { return "Test ActionTimeline ProjectNode"; } //TestProjectNodeForSimulator //InnerActionFrame make InnerAction Play until action's duration or next InnerActionFrame void TestProjectNodeForSimulator::onEnter() { ActionTimelineBaseTest::onEnter(); Node* node = CSLoader::getInstance()->createNodeWithFlatBuffersForSimulator("ActionTimeline/TestAnimation.csd"); ActionTimeline* action = cocostudio::timeline::ActionTimelineCache::getInstance()->createActionWithFlatBuffersForSimulator("ActionTimeline/TestAnimation.csd"); node->runAction(action); action->gotoFrameAndPlay(0, true); node->setPosition(-300, -300); addChild(node); // test for when ProjectNode file lost Node* lackProjectNodefileNode = CSLoader::getInstance()->createNodeWithFlatBuffersForSimulator("ActionTimeline/TestNullProjectNode.csd"); ActionTimeline* lackProjectNodefileAction = cocostudio::timeline::ActionTimelineCache::getInstance()->createActionWithFlatBuffersForSimulator("ActionTimeline/TestNullProjectNode.csd"); lackProjectNodefileNode->runAction(lackProjectNodefileAction); lackProjectNodefileAction->gotoFrameAndPlay(0); addChild(lackProjectNodefileNode); } std::string TestProjectNodeForSimulator::title() const { return "Test ProjectNode for Simalator"; } //TestTimelineNodeLoadedCallback void TestTimelineNodeLoadedCallback::onEnter() { ActionTimelineBaseTest::onEnter(); Node* node = CSLoader::createNode("ActionTimeline/DemoPlayer.csb", CC_CALLBACK_1(TestTimelineNodeLoadedCallback::nodeLoadedCallback, this)); ActionTimeline* action = CSLoader::createTimeline("ActionTimeline/DemoPlayer.csb"); node->runAction(action); action->gotoFrameAndPlay(0); // ActionTimelineNode* node = CSLoader::createActionTimelineNode("ActionTimeline/DemoPlayer.csb", 0, 40, true); node->setScale(0.2f); node->setPosition(VisibleRect::center()); addChild(node); } std::string TestTimelineNodeLoadedCallback::title() const { return "Test node loaded call back"; } void TestTimelineNodeLoadedCallback::nodeLoadedCallback(cocos2d::Ref *sender) { Node* node = static_cast(sender); if (node) { CCLOG("node name = %s", node->getName().c_str()); CCLOG("node parent name = %s", node->getParent()->getName().c_str()); } } // TestActionTimelineEase void TestActionTimelineEase::onEnter() { ActionTimelineBaseTest::onEnter(); Node* node = CSLoader::createNode("ActionTimeline/ActionTimelineEase.csb"); ActionTimeline* action = CSLoader::createTimeline("ActionTimeline/ActionTimelineEase.csb"); node->runAction(action); action->gotoFrameAndPlay(0); addChild(node); } std::string TestActionTimelineEase::title() const { return "Test ActionTimelineEase"; } //TestActionTimelineSkeleton void TestActionTimelineSkeleton::onEnter() { ActionTimelineBaseTest::onEnter(); _changedDisplays = _changedDisplay = false; Node* node = CSLoader::createNode("ActionTimeline/DemoPlayer_skeleton.csb"); ActionTimeline* action = CSLoader::createTimeline("ActionTimeline/DemoPlayer_skeleton.csb"); node->runAction(action); node->setScale(0.2f); node->setPosition(150, 150); action->gotoFrameAndPlay(0); addChild(node); auto skeletonNode = static_cast(node); const std::string weapBoneName = "Layer20"; auto weaponHandeBone = skeletonNode->getBoneNode(weapBoneName); /*********** debug draw bones *************/ auto boneDrawsBtn = cocos2d::ui::Button::create(); addChild(boneDrawsBtn); boneDrawsBtn->setPosition(Vec2(VisibleRect::right().x - 30, VisibleRect::top().y - 30)); boneDrawsBtn->setTitleText("Draw bone"); boneDrawsBtn->addClickEventListener([skeletonNode](Ref* sender) { skeletonNode->setDebugDrawEnabled(!skeletonNode->isDebugDrawEnabled()); }); /***************** change bone display **************************/ // add display auto weapSkinToAdd = Sprite::create("ActionTimeline/testAnimationResource/girl_arms.png"); weapSkinToAdd->setName("Knife"); weapSkinToAdd->setPosition(Vec2(135, 23)); weapSkinToAdd->setScale(3.0f); weapSkinToAdd->setRotation(86); weaponHandeBone->addSkin(weapSkinToAdd, false); // change display auto changeBoneDispBtn = cocos2d::ui::Button::create(); addChild(changeBoneDispBtn); changeBoneDispBtn->setPosition(Vec2(VisibleRect::right().x - 60, VisibleRect::top().y - 60)); changeBoneDispBtn->setTitleText("change bone display"); changeBoneDispBtn->addClickEventListener([weapSkinToAdd, weaponHandeBone](Ref* sender) { // or use skeletonNode->display(bone name, skin name, hide) if (weapSkinToAdd->isVisible()) weaponHandeBone->displaySkin("3", true); else { weaponHandeBone->displaySkin(weapSkinToAdd, true); } }); /*************** debug draw boundingbox and transforms ***************/ auto debugDrawNode = DrawNode::create(); addChild(debugDrawNode); auto drawBoxBtn = cocos2d::ui::Button::create(); addChild(drawBoxBtn); drawBoxBtn->setPosition(Vec2(VisibleRect::right().x - 30, VisibleRect::top().y - 45)); drawBoxBtn->setTitleText("Draw Box"); drawBoxBtn->addClickEventListener([debugDrawNode](Ref* sender) { debugDrawNode->setVisible(!debugDrawNode->isVisible()); }); skeletonNode->schedule([skeletonNode, weaponHandeBone, debugDrawNode](float interval) { if (debugDrawNode->isVisible()) { debugDrawNode->clear(); // skeleton boundingbox auto rect = skeletonNode->getBoundingBox(); cocos2d::Vec2 leftbottom(rect.getMinX(), rect.getMinY()); cocos2d::Vec2 righttop(rect.getMaxX(), rect.getMaxY()); debugDrawNode->drawRect(leftbottom, righttop, cocos2d::Color4F::YELLOW); // bone boundingbox /* // debug draw contentsize rect = cocos2d::Rect(Vec2(.0f, .0f), weaponHandeBone->getContentSize()); rect = RectApplyAffineTransform(rect, weaponHandeBone->getNodeToParentAffineTransform());*/ rect = weaponHandeBone->getBoundingBox(); leftbottom.x = rect.getMinX(); leftbottom.y = rect.getMinY(); righttop.x = rect.getMaxX(); righttop.y = rect.getMaxY(); cocos2d::Vec2 lefttop(rect.getMinX(), rect.getMaxY()); cocos2d::Vec2 rightbottom(rect.getMaxX(), rect.getMinY()); auto skeletonToP = skeletonNode->getNodeToParentAffineTransform(); auto bonePtoSkeletonPTrans = AffineTransformConcat( static_cast((weaponHandeBone->getParent()) )->getBoneToSkeletonAffineTransform(), skeletonToP); leftbottom = PointApplyAffineTransform(leftbottom, bonePtoSkeletonPTrans); righttop = PointApplyAffineTransform(righttop, bonePtoSkeletonPTrans); lefttop = PointApplyAffineTransform(lefttop, bonePtoSkeletonPTrans); rightbottom = PointApplyAffineTransform(rightbottom, bonePtoSkeletonPTrans); debugDrawNode->drawLine(leftbottom, rightbottom, Color4F::BLUE); debugDrawNode->drawLine(rightbottom, righttop, Color4F::BLUE); debugDrawNode->drawLine(righttop, lefttop, Color4F::BLUE); debugDrawNode->drawLine(lefttop, leftbottom, Color4F::BLUE); // skin boundingbox // get displaying nodes auto currentskin = weaponHandeBone->getVisibleSkins().front(); rect = currentskin->getBoundingBox(); leftbottom.x = rect.getMinX(); leftbottom.y = rect.getMinY(); righttop.x = rect.getMaxX(); righttop.y = rect.getMaxY(); lefttop.x = rect.getMinX(); lefttop.y = rect.getMaxY(); rightbottom.x = rect.getMaxX(); rightbottom.y = rect.getMinY(); auto boneToSkeletonParentTrans = AffineTransformConcat( weaponHandeBone->getBoneToSkeletonAffineTransform(), skeletonToP); leftbottom = PointApplyAffineTransform(leftbottom, boneToSkeletonParentTrans); righttop = PointApplyAffineTransform(righttop, boneToSkeletonParentTrans); lefttop = PointApplyAffineTransform(lefttop, boneToSkeletonParentTrans); rightbottom = PointApplyAffineTransform(rightbottom, boneToSkeletonParentTrans); debugDrawNode->drawLine(leftbottom, rightbottom, Color4F::GREEN); debugDrawNode->drawLine(rightbottom, righttop, Color4F::GREEN); debugDrawNode->drawLine(righttop, lefttop, Color4F::GREEN); debugDrawNode->drawLine(lefttop, leftbottom, Color4F::GREEN); } }, 0, "update debug draw"); // change displays , can be use for dress up a skeleton auto changeBoneDispsBtn = cocos2d::ui::Button::create(); addChild(changeBoneDispsBtn); changeBoneDispsBtn->setPosition(Vec2(VisibleRect::right().x - 60, VisibleRect::top().y - 75)); changeBoneDispsBtn->setTitleText("change bone displays"); std::map < std::string, std::string> boneSkinNames; boneSkinNames.insert(std::make_pair("Layer20", "fire")); boneSkinNames.insert(std::make_pair("Layer14", "fruit")); skeletonNode->addSkinGroup("fruitKnife", boneSkinNames); std::map < std::string, std::string> boneSkinNames2; boneSkinNames2.insert(std::make_pair("Layer20", "3")); boneSkinNames2.insert(std::make_pair("Layer14", "hat")); skeletonNode->addSkinGroup("cowboy", boneSkinNames2); changeBoneDispsBtn->addClickEventListener([skeletonNode, this](Ref* sender) { if (!_changedDisplays) { skeletonNode->changeSkins("fruitKnife"); _changedDisplays = true; } else { skeletonNode->changeSkins("cowboy"); _changedDisplays = false; } }); } std::string TestActionTimelineSkeleton::title() const { return "Test ActionTimeline Skeleton"; }