#include "GLoader3D.h" #include "GComponent.h" #include "GMovieClip.h" #include "UIPackage.h" #include "display/FUISprite.h" #include "utils/ByteBuffer.h" #include "utils/ToolSet.h" #include "spine/spine-cocos2dx.h" NS_FGUI_BEGIN USING_NS_AX; GLoader3D::GLoader3D() : _autoSize(false), _align(TextHAlignment::LEFT), _verticalAlign(TextVAlignment::TOP), _fill(LoaderFillType::NONE), _shrinkOnly(false), _updatingLayout(false), _contentItem(nullptr), _content(nullptr), _container(nullptr), _playing(true), _frame(0), _loop(false), _color(255, 255, 255) { } GLoader3D::~GLoader3D() { AX_SAFE_RELEASE(_content); AX_SAFE_RELEASE(_container); } void GLoader3D::handleInit() { FUIContainer* c = FUIContainer::create(); c->retain(); c->gOwner = this; _displayObject = c; _container = FUIContainer::create(); _container->retain(); _container->setAnchorPoint(Vec2::ZERO); _displayObject->addChild(_container); } void GLoader3D::setURL(const std::string& value) { if (_url.compare(value) == 0) return; _url = value; loadContent(); updateGear(7); } void GLoader3D::setAlign(ax::TextHAlignment value) { if (_align != value) { _align = value; updateLayout(); } } void GLoader3D::setVerticalAlign(ax::TextVAlignment value) { if (_verticalAlign != value) { _verticalAlign = value; updateLayout(); } } void GLoader3D::setAutoSize(bool value) { if (_autoSize != value) { _autoSize = value; updateLayout(); } } void GLoader3D::setFill(LoaderFillType value) { if (_fill != value) { _fill = value; updateLayout(); } } void GLoader3D::setShrinkOnly(bool value) { if (_shrinkOnly != value) { _shrinkOnly = value; updateLayout(); } } ax::Color3B GLoader3D::getColor() const { return _color; } void GLoader3D::setColor(const ax::Color3B& value) { _color = value; if (_content != nullptr) _content->setColor(_color); } void GLoader3D::setPlaying(bool value) { if (_playing != value) { _playing = value; updateGear(5); } } int GLoader3D::getFrame() const { return _frame; } void GLoader3D::setFrame(int value) { if (_frame != value) { _frame = value; updateGear(5); } } void GLoader3D::setAnimationName(const std::string& value) { _animationName = value; onChange(); } void GLoader3D::setSkinName(const std::string& value) { _skinName = value; onChange(); } void GLoader3D::setLoop(bool value) { _loop = value; onChange(); } void GLoader3D::setContent(ax::Node* value) { setURL(STD_STRING_EMPTY); _content = value; if (_content != nullptr) { _content->retain(); _container->addChild(value); } } void GLoader3D::loadContent() { clearContent(); if (_url.length() == 0) return; if (_url.compare(0, 5, "ui://") == 0) loadFromPackage(); else loadExternal(); } void GLoader3D::loadFromPackage() { _contentItem = UIPackage::getItemByURL(_url); if (_contentItem != nullptr) { _contentItem = _contentItem->getBranch(); sourceSize.width = _contentItem->width; sourceSize.height = _contentItem->height; _contentItem = _contentItem->getHighResolution(); _contentItem->load(); if (_contentItem->type == PackageItemType::SPINE) { size_t pos = _contentItem->file.find_last_of('.'); std::string atlasFile = _contentItem->file.substr(0, pos + 1).append("atlas"); if (!ToolSet::isFileExist(atlasFile)) atlasFile = _contentItem->file.substr(0, pos + 1).append("atlas.txt"); spine::SkeletonAnimation* skeletonAni; if (FileUtils::getInstance()->getFileExtension(_contentItem->file) == ".skel") skeletonAni = spine::SkeletonAnimation::createWithBinaryFile(_contentItem->file, atlasFile); else skeletonAni = spine::SkeletonAnimation::createWithJsonFile(_contentItem->file, atlasFile); skeletonAni->setPosition(_contentItem->skeletonAnchor->x, _contentItem->skeletonAnchor->y); skeletonAni->retain(); _content = skeletonAni; _container->addChild(_content); onChangeSpine(); updateLayout(); } else { if (_autoSize) setSize(_contentItem->width, _contentItem->height); setErrorState(); } } else setErrorState(); } void GLoader3D::onChange() { onChangeSpine(); } void GLoader3D::onChangeSpine() { spine::SkeletonAnimation* skeletonAni = dynamic_cast(_content); if (skeletonAni == nullptr) return; #if !defined(AX_USE_SPINE_CPP) || AX_USE_SPINE_CPP spine::AnimationState* state = skeletonAni->getState(); spine::Animation* aniToUse = !_animationName.empty() ? skeletonAni->findAnimation(_animationName) : nullptr; if (aniToUse != nullptr) { spine::TrackEntry* entry = state->getCurrent(0); if (entry == nullptr || strcmp(entry->getAnimation()->getName().buffer(), _animationName.c_str()) != 0 || entry->isComplete() && !entry->getLoop()) entry = state->setAnimation(0, aniToUse, _loop); else entry->setLoop(_loop); if (_playing) entry->setTimeScale(1); else { entry->setTimeScale(0); entry->setTrackTime(MathUtil::lerp(0, entry->getAnimationEnd() - entry->getAnimationStart(), _frame / 100.0f)); } } else state->clearTrack(0); skeletonAni->setSkin(_skinName); #else auto state = skeletonAni->getState(); auto aniToUse = !_animationName.empty() ? skeletonAni->findAnimation(_animationName) : nullptr; if (aniToUse != nullptr) { auto entry = state->tracks[0]; if (entry == nullptr || strcmp(entry->animation->name, _animationName.c_str()) != 0 || (entry->trackTime >= (entry->animationEnd - entry->animationStart)) && !entry->loop) entry = spAnimationState_setAnimation(state, 0, aniToUse, _loop); else entry->loop = _loop; if (_playing) entry->timeScale = 1; else { entry->timeScale = 0; entry->trackTime = MathUtil::lerp(0, entry->animationEnd - entry->animationStart, _frame / 100.0f); } } else spAnimationState_clearTrack(state, 0); skeletonAni->setSkin(_skinName); #endif } void GLoader3D::loadExternal() { } void GLoader3D::freeExternal(ax::SpriteFrame* spriteFrame) { } void GLoader3D::onExternalLoadSuccess(ax::SpriteFrame* spriteFrame) { } void GLoader3D::onExternalLoadFailed() { setErrorState(); } void GLoader3D::clearContent() { clearErrorState(); if (_content != nullptr) { _container->removeChild(_content); AX_SAFE_RELEASE_NULL(_content); } _contentItem = nullptr; } void GLoader3D::updateLayout() { Size contentSize = sourceSize; if (_autoSize) { _updatingLayout = true; if (contentSize.width == 0) contentSize.width = 50; if (contentSize.height == 0) contentSize.height = 30; setSize(contentSize.width, contentSize.height); _updatingLayout = false; if (_size.equals(contentSize)) { _container->setScale(1, 1); _container->setAnchorPoint(Vec2::ZERO); _container->setPosition(0, 0); return; } } float sx = 1, sy = 1; if (_fill != LoaderFillType::NONE) { sx = _size.width / sourceSize.width; sy = _size.height / sourceSize.height; if (sx != 1 || sy != 1) { if (_fill == LoaderFillType::SCALE_MATCH_HEIGHT) sx = sy; else if (_fill == LoaderFillType::SCALE_MATCH_WIDTH) sy = sx; else if (_fill == LoaderFillType::SCALE) { if (sx > sy) sx = sy; else sy = sx; } else if (_fill == LoaderFillType::SCALE_NO_BORDER) { if (sx > sy) sy = sx; else sx = sy; } if (_shrinkOnly) { if (sx > 1) sx = 1; if (sy > 1) sy = 1; } contentSize.width = floor(sourceSize.width * sx); contentSize.height = floor(sourceSize.height * sy); } } _container->setScale(sx, sy); _container->setAnchorPoint(Vec2::ZERO); float nx; float ny; if (_align == TextHAlignment::CENTER) nx = floor((_size.width - contentSize.width) / 2); else if (_align == TextHAlignment::RIGHT) nx = floor(_size.width - contentSize.width); else nx = 0; if (_verticalAlign == TextVAlignment::CENTER) ny = floor((_size.height - contentSize.height) / 2); else if (_verticalAlign == TextVAlignment::BOTTOM) ny = 0; else ny = _size.height - contentSize.height; _container->setPosition(nx, ny); } void GLoader3D::setErrorState() { } void GLoader3D::clearErrorState() { } void GLoader3D::handleSizeChanged() { GObject::handleSizeChanged(); if (!_updatingLayout) updateLayout(); } void GLoader3D::handleGrayedChanged() { GObject::handleGrayedChanged(); } ax::Value GLoader3D::getProp(ObjectPropID propId) { switch (propId) { case ObjectPropID::Color: return Value(ToolSet::colorToInt(getColor())); case ObjectPropID::Playing: return Value(isPlaying()); case ObjectPropID::Frame: return Value(getFrame()); case ObjectPropID::TimeScale: return Value(1); default: return GObject::getProp(propId); } } void GLoader3D::setProp(ObjectPropID propId, const ax::Value& value) { switch (propId) { case ObjectPropID::Color: setColor(ToolSet::intToColor(value.asUnsignedInt())); break; case ObjectPropID::Playing: setPlaying(value.asBool()); break; case ObjectPropID::Frame: setFrame(value.asInt()); break; case ObjectPropID::TimeScale: break; case ObjectPropID::DeltaTime: break; default: GObject::setProp(propId, value); break; } } void GLoader3D::setup_beforeAdd(ByteBuffer* buffer, int beginPos) { GObject::setup_beforeAdd(buffer, beginPos); buffer->seek(beginPos, 5); _url = buffer->readS(); _align = (TextHAlignment)buffer->readByte(); _verticalAlign = (TextVAlignment)buffer->readByte(); _fill = (LoaderFillType)buffer->readByte(); _shrinkOnly = buffer->readBool(); _autoSize = buffer->readBool(); _animationName = buffer->readS(); _skinName = buffer->readS(); _playing = buffer->readBool(); _frame = buffer->readInt(); _loop = buffer->readBool(); if (buffer->readBool()) setColor((Color3B)buffer->readColor()); if (_url.length() > 0) loadContent(); } GObject* GLoader3D::hitTest(const Vec2& worldPoint, const Camera* camera) { if (!_touchable || !_displayObject->isVisible() || !_displayObject->getParent()) return nullptr; Rect rect; rect.size = _size; //if (isScreenPointInRect(worldPoint, camera, _displayObject->getWorldToNodeTransform(), rect, nullptr)) if (rect.containsPoint(_displayObject->convertToNodeSpace(worldPoint))) return this; else return nullptr; } NS_FGUI_END