axmol/extensions/DragonBones/animation/TimelineState.h

203 lines
4.8 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_TIMELINE_STATE_H
#define DRAGONBONES_TIMELINE_STATE_H
#include "BaseTimelineState.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* @internal
*/
class ActionTimelineState : public TimelineState
{
BIND_CLASS_TYPE_A(ActionTimelineState);
void _onCrossFrame(unsigned frameIndex) const;
protected:
virtual void _onArriveAtFrame() override {}
virtual void _onUpdateFrame() override {}
public:
void update(float passedTime) override;
void setCurrentTime(float value);
};
/**
* @internal
*/
class ZOrderTimelineState : public TimelineState
{
BIND_CLASS_TYPE_A(ZOrderTimelineState);
protected:
virtual void _onArriveAtFrame() override;
virtual void _onUpdateFrame() override {}
};
/**
* @internal
*/
class BoneAllTimelineState : public BoneTimelineState
{
BIND_CLASS_TYPE_A(BoneAllTimelineState);
protected:
virtual void _onArriveAtFrame() override;
virtual void _onUpdateFrame() override;
public:
virtual void fadeOut() override;
};
/**
* @internal
*/
class BoneTranslateTimelineState : public BoneTimelineState
{
BIND_CLASS_TYPE_A(BoneTranslateTimelineState);
protected:
virtual void _onArriveAtFrame() override;
virtual void _onUpdateFrame() override;
};
/**
* @internal
*/
class BoneRotateTimelineState : public BoneTimelineState
{
BIND_CLASS_TYPE_A(BoneRotateTimelineState);
protected:
virtual void _onArriveAtFrame() override;
virtual void _onUpdateFrame() override;
public:
virtual void fadeOut() override;
};
/**
* @internal
*/
class BoneScaleTimelineState : public BoneTimelineState
{
BIND_CLASS_TYPE_A(BoneScaleTimelineState);
protected:
virtual void _onArriveAtFrame() override;
virtual void _onUpdateFrame() override;
};
/**
* @internal
*/
class SlotDislayTimelineState : public SlotTimelineState
{
BIND_CLASS_TYPE_A(SlotDislayTimelineState);
protected:
virtual void _onArriveAtFrame() override;
};
/**
* @internal
*/
class SlotColorTimelineState : public SlotTimelineState
{
BIND_CLASS_TYPE_B(SlotColorTimelineState);
private:
bool _dirty;
int* _current;
int* _delta;
float* _result;
public:
SlotColorTimelineState() : _current(new int[8]{0}), _delta(new int[8]{0}), _result(new float[8]{0.0f})
{
_onClear();
}
~SlotColorTimelineState()
{
_onClear();
delete _current;
delete _delta;
delete _result;
}
protected:
void _onClear() override;
void _onArriveAtFrame() override;
void _onUpdateFrame() override;
public:
void fadeOut() override;
void update(float passedTime) override;
};
/**
* @internal
*/
class DeformTimelineState : public SlotTimelineState
{
BIND_CLASS_TYPE_A(DeformTimelineState);
public:
unsigned vertexOffset;
private:
bool _dirty;
unsigned _frameFloatOffset;
unsigned _deformCount;
unsigned _valueCount;
unsigned _valueOffset;
std::vector<float> _current;
std::vector<float> _delta;
std::vector<float> _result;
protected:
virtual void _onClear() override;
virtual void _onArriveAtFrame() override;
virtual void _onUpdateFrame() override;
public:
virtual void init(Armature* armature, AnimationState* animationState, TimelineData* timelineData) override;
virtual void fadeOut() override;
virtual void update(float passedTime) override;
};
/**
* @internal
*/
class IKConstraintTimelineState : public ConstraintTimelineState
{
BIND_CLASS_TYPE_A(IKConstraintTimelineState);
private:
float _current;
float _delta;
protected:
virtual void _onClear() override;
virtual void _onArriveAtFrame() override;
virtual void _onUpdateFrame() override;
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_TIMELINE_STATE_H