mirror of https://github.com/axmolengine/axmol.git
249 lines
6.3 KiB
C++
249 lines
6.3 KiB
C++
/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2012-2018 DragonBones team and other contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef DRAGONBONES_ANIMATION_DATA_H
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#define DRAGONBONES_ANIMATION_DATA_H
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#include "ArmatureData.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - The animation data.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 动画数据。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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class AnimationData : public BaseObject
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{
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BIND_CLASS_TYPE_B(AnimationData);
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public:
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/**
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* - FrameIntArray.
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* @internal
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*/
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unsigned frameIntOffset;
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/**
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* - FrameFloatArray.
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* @internal
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*/
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unsigned frameFloatOffset;
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/**
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* - FrameArray.
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* @internal
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*/
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unsigned frameOffset;
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/**
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* - The frame count of the animation.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 动画的帧数。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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unsigned frameCount;
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/**
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* - The play times of the animation. [0: Loop play, [1~N]: Play N times]
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 动画的播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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unsigned playTimes;
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/**
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* - The duration of the animation. (In seconds)
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 动画的持续时间。 (以秒为单位)
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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float duration;
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/**
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* @private
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*/
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float scale;
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/**
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* - The fade in time of the animation. (In seconds)
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 动画的淡入时间。 (以秒为单位)
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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float fadeInTime;
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/**
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* @private
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*/
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float cacheFrameRate;
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/**
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* - The animation name.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 动画名称。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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std::string name;
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/**
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* @private
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*/
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std::vector<bool> cachedFrames;
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/**
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* @private
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*/
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std::map<std::string, std::vector<TimelineData*>> boneTimelines;
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/**
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* @private
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*/
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std::map<std::string, std::vector<TimelineData*>> slotTimelines;
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/**
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* @private
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*/
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std::map<std::string, std::vector<TimelineData*>> constraintTimelines;
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/**
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* @private
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*/
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std::map<std::string, std::vector<int>> boneCachedFrameIndices;
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/**
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* @private
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*/
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std::map<std::string, std::vector<int>> slotCachedFrameIndices;
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/**
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* @private
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*/
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TimelineData* actionTimeline;
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/**
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* @private
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*/
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TimelineData* zOrderTimeline;
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/**
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* @private
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*/
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ArmatureData* parent;
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AnimationData() : actionTimeline(nullptr), zOrderTimeline(nullptr) { _onClear(); }
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~AnimationData() { _onClear(); }
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protected:
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virtual void _onClear() override;
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public:
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/**
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* @internal
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*/
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void cacheFrames(unsigned frameRate);
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/**
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* @private
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*/
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void addBoneTimeline(BoneData* bone, TimelineData* value);
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/**
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* @private
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*/
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void addSlotTimeline(SlotData* slot, TimelineData* value);
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/**
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* @private
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*/
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void addConstraintTimeline(ConstraintData* constraint, TimelineData* value);
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/**
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* @private
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*/
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std::vector<TimelineData*>* getBoneTimelines(std::string_view timelineName)
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{
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return mapFindB(boneTimelines, timelineName);
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}
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/**
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* @private
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*/
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inline std::vector<TimelineData*>* getSlotTimelines(std::string_view timelineName)
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{
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return mapFindB(slotTimelines, timelineName);
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}
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/**
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* @private
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*/
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inline std::vector<TimelineData*>* getConstraintTimelines(std::string_view timelineName)
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{
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return mapFindB(constraintTimelines, timelineName);
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}
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/**
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* @private
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*/
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inline std::vector<int>* getBoneCachedFrameIndices(std::string_view boneName)
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{
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return mapFindB(boneCachedFrameIndices, boneName);
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}
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/**
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* @private
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*/
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inline std::vector<int>* getSlotCachedFrameIndices(std::string_view slotName)
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{
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return mapFindB(slotCachedFrameIndices, slotName);
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}
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public: // For WebAssembly.
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TimelineData* getActionTimeline() const { return actionTimeline; }
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void setActionTimeline(TimelineData* pactionTimeline) { actionTimeline = pactionTimeline; }
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TimelineData* getZOrderTimeline() const { return zOrderTimeline; }
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void setZOrderTimeline(TimelineData* value) { zOrderTimeline = value; }
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ArmatureData* getParent() const { return parent; }
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void setParent(ArmatureData* value) { parent = value; }
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};
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/**
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* @internal
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*/
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class TimelineData : public BaseObject
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{
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BIND_CLASS_TYPE_A(TimelineData);
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public:
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TimelineType type;
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unsigned offset;
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int frameIndicesOffset;
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protected:
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virtual void _onClear() override;
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public: // For WebAssembly.
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int getType() const { return (int)type; }
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void setType(int value) { type = (TimelineType)value; }
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};
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DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_ANIMATION_DATA_H
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