axmol/extensions/DragonBones/model/AnimationData.h

249 lines
6.3 KiB
C++

/**
* 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<bool> cachedFrames;
/**
* @private
*/
std::map<std::string, std::vector<TimelineData*>> boneTimelines;
/**
* @private
*/
std::map<std::string, std::vector<TimelineData*>> slotTimelines;
/**
* @private
*/
std::map<std::string, std::vector<TimelineData*>> constraintTimelines;
/**
* @private
*/
std::map<std::string, std::vector<int>> boneCachedFrameIndices;
/**
* @private
*/
std::map<std::string, std::vector<int>> 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<TimelineData*>* getBoneTimelines(std::string_view timelineName)
{
return mapFindB(boneTimelines, timelineName);
}
/**
* @private
*/
inline std::vector<TimelineData*>* getSlotTimelines(std::string_view timelineName)
{
return mapFindB(slotTimelines, timelineName);
}
/**
* @private
*/
inline std::vector<TimelineData*>* getConstraintTimelines(std::string_view timelineName)
{
return mapFindB(constraintTimelines, timelineName);
}
/**
* @private
*/
inline std::vector<int>* getBoneCachedFrameIndices(std::string_view boneName)
{
return mapFindB(boneCachedFrameIndices, boneName);
}
/**
* @private
*/
inline std::vector<int>* getSlotCachedFrameIndices(std::string_view 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