/** * The MIT License (MIT) * * Copyright (c) 2012-2018 DragonBones team and other contributors * * 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. */ #ifndef DRAGONBONES_ANIMATION_DATA_H #define DRAGONBONES_ANIMATION_DATA_H #include "ArmatureData.h" DRAGONBONES_NAMESPACE_BEGIN /** * - The animation data. * @version DragonBones 3.0 * @language en_US */ /** * - 动画数据。 * @version DragonBones 3.0 * @language zh_CN */ class AnimationData : public BaseObject { BIND_CLASS_TYPE_B(AnimationData); public: /** * - FrameIntArray. * @internal */ unsigned frameIntOffset; /** * - FrameFloatArray. * @internal */ unsigned frameFloatOffset; /** * - FrameArray. * @internal */ unsigned frameOffset; /** * - The frame count of the animation. * @version DragonBones 3.0 * @language en_US */ /** * - 动画的帧数。 * @version DragonBones 3.0 * @language zh_CN */ unsigned frameCount; /** * - The play times of the animation. [0: Loop play, [1~N]: Play N times] * @version DragonBones 3.0 * @language en_US */ /** * - 动画的播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次] * @version DragonBones 3.0 * @language zh_CN */ unsigned playTimes; /** * - The duration of the animation. (In seconds) * @version DragonBones 3.0 * @language en_US */ /** * - 动画的持续时间。 (以秒为单位) * @version DragonBones 3.0 * @language zh_CN */ float duration; /** * @private */ float scale; /** * - The fade in time of the animation. (In seconds) * @version DragonBones 3.0 * @language en_US */ /** * - 动画的淡入时间。 (以秒为单位) * @version DragonBones 3.0 * @language zh_CN */ float fadeInTime; /** * @private */ float cacheFrameRate; /** * - The animation name. * @version DragonBones 3.0 * @language en_US */ /** * - 动画名称。 * @version DragonBones 3.0 * @language zh_CN */ std::string name; /** * @private */ std::vector cachedFrames; /** * @private */ std::map> boneTimelines; /** * @private */ std::map> slotTimelines; /** * @private */ std::map> constraintTimelines; /** * @private */ std::map> boneCachedFrameIndices; /** * @private */ std::map> slotCachedFrameIndices; /** * @private */ TimelineData* actionTimeline; /** * @private */ TimelineData* zOrderTimeline; /** * @private */ ArmatureData* parent; AnimationData() : actionTimeline(nullptr), zOrderTimeline(nullptr) { _onClear(); } ~AnimationData() { _onClear(); } protected: virtual void _onClear() override; public: /** * @internal */ void cacheFrames(unsigned frameRate); /** * @private */ void addBoneTimeline(BoneData* bone, TimelineData* value); /** * @private */ void addSlotTimeline(SlotData* slot, TimelineData* value); /** * @private */ void addConstraintTimeline(ConstraintData* constraint, TimelineData* value); /** * @private */ std::vector* getBoneTimelines(const std::string& timelineName) { return mapFindB(boneTimelines, timelineName); } /** * @private */ inline std::vector* getSlotTimelines(const std::string& timelineName) { return mapFindB(slotTimelines, timelineName); } /** * @private */ inline std::vector* getConstraintTimelines(const std::string& timelineName) { return mapFindB(constraintTimelines, timelineName); } /** * @private */ inline std::vector* getBoneCachedFrameIndices(const std::string& boneName) { return mapFindB(boneCachedFrameIndices, boneName); } /** * @private */ inline std::vector* getSlotCachedFrameIndices(const std::string& slotName) { return mapFindB(slotCachedFrameIndices, slotName); } public: // For WebAssembly. TimelineData* getActionTimeline() const { return actionTimeline; } void setActionTimeline(TimelineData* pactionTimeline) { actionTimeline = pactionTimeline; } TimelineData* getZOrderTimeline() const { return zOrderTimeline; } void setZOrderTimeline(TimelineData* value) { zOrderTimeline = value; } ArmatureData* getParent() const { return parent; } void setParent(ArmatureData* value) { parent = value; } }; /** * @internal */ class TimelineData : public BaseObject { BIND_CLASS_TYPE_A(TimelineData); public: TimelineType type; unsigned offset; int frameIndicesOffset; protected: virtual void _onClear() override; public: // For WebAssembly. int getType() const { return (int)type; } void setType(int value) { type = (TimelineType)value; } }; DRAGONBONES_NAMESPACE_END #endif // DRAGONBONES_ANIMATION_DATA_H