mirror of https://github.com/axmolengine/axmol.git
488 lines
12 KiB
C++
488 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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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,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "cocostudio/CCActionNode.h"
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#include "cocostudio/CCActionFrameEasing.h"
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#include "cocostudio/DictionaryHelper.h"
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#include "gui/UIWidget.h"
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#include "gui/UIHelper.h"
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using namespace cocos2d;
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using namespace gui;
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namespace cocostudio {
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ActionNode::ActionNode()
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: _currentFrameIndex(0)
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, _destFrameIndex(0)
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, _fUnitTime(0.1f)
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, _actionTag(0)
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, _actionSpawn(NULL)
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, _action(NULL)
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, _object(NULL)
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, _frameArray(NULL)
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, _frameArrayNum(0)
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{
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_frameArray = Array::create();
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_frameArray->retain();
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_frameArrayNum = (int)kKeyframeMax;
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for(int i = 0; i < _frameArrayNum; i++)
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{
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Array* cArray = Array::create();
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_frameArray->addObject(cArray);
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}
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}
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ActionNode::~ActionNode()
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{
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if (_action == NULL)
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{
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CC_SAFE_RELEASE_NULL(_actionSpawn);
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}
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else
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{
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CC_SAFE_RELEASE_NULL(_action);
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}
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if (_frameArray != NULL)
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{
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_frameArray->removeAllObjects();
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CC_SAFE_RELEASE_NULL(_frameArray);
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}
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}
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void ActionNode::initWithDictionary(JsonDictionary *dic,Object* root)
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{
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setActionTag(DICTOOL->getIntValue_json(dic, "ActionTag"));
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int actionFrameCount = DICTOOL->getArrayCount_json(dic, "actionframelist");
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for (int i=0; i<actionFrameCount; i++) {
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JsonDictionary* actionFrameDic = DICTOOL->getDictionaryFromArray_json(dic, "actionframelist", i);
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int frameInex = DICTOOL->getIntValue_json(actionFrameDic,"frameid");
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bool existPosition = DICTOOL->checkObjectExist_json(actionFrameDic,"positionx");
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if (existPosition)
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{
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float positionX = DICTOOL->getFloatValue_json(actionFrameDic, "positionx");
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float positionY = DICTOOL->getFloatValue_json(actionFrameDic, "positiony");
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ActionMoveFrame* actionFrame = new ActionMoveFrame();
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setPosition(Point(positionX, positionY));
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeMove);
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cActionArray->addObject(actionFrame);
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}
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bool existScale = DICTOOL->checkObjectExist_json(actionFrameDic,"scalex");
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if (existScale)
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{
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float scaleX = DICTOOL->getFloatValue_json(actionFrameDic, "scalex");
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float scaleY = DICTOOL->getFloatValue_json(actionFrameDic, "scaley");
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ActionScaleFrame* actionFrame = new ActionScaleFrame();
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setScaleX(scaleX);
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actionFrame->setScaleY(scaleY);
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeScale);
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cActionArray->addObject(actionFrame);
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}
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bool existRotation = DICTOOL->checkObjectExist_json(actionFrameDic,"rotation");
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if (existRotation)
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{
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float rotation = DICTOOL->getFloatValue_json(actionFrameDic, "rotation");
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ActionRotationFrame* actionFrame = new ActionRotationFrame();
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setRotation(rotation);
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeRotate);
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cActionArray->addObject(actionFrame);
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}
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bool existOpacity = DICTOOL->checkObjectExist_json(actionFrameDic,"opacity");
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if (existOpacity)
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{
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int opacity = DICTOOL->getIntValue_json(actionFrameDic, "opacity");
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ActionFadeFrame* actionFrame = new ActionFadeFrame();
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setOpacity(opacity);
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeFade);
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cActionArray->addObject(actionFrame);
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}
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bool existColor = DICTOOL->checkObjectExist_json(actionFrameDic,"colorr");
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if (existColor)
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{
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int colorR = DICTOOL->getIntValue_json(actionFrameDic, "colorr");
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int colorG = DICTOOL->getIntValue_json(actionFrameDic, "colorg");
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int colorB = DICTOOL->getIntValue_json(actionFrameDic, "colorb");
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ActionTintFrame* actionFrame = new ActionTintFrame();
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actionFrame->setFrameIndex(frameInex);
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actionFrame->setColor(Color3B(colorR,colorG,colorB));
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Array* cActionArray = (Array*)_frameArray->getObjectAtIndex((int)kKeyframeTint);
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cActionArray->addObject(actionFrame);
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}
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CC_SAFE_DELETE(actionFrameDic);
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}
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initActionNodeFromRoot(root);
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}
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void ActionNode::initActionNodeFromRoot(Object* root)
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{
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Node* rootNode = dynamic_cast<Node*>(root);
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if (rootNode != NULL)
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{
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log("Need a definition of <initActionNodeFromRoot> for gameObject");
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}
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else
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{
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UIWidget* rootWidget = dynamic_cast<UIWidget*>(root);
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if (rootWidget != NULL)
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{
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UIWidget* widget = UIHelper::seekActionWidgetByActionTag(rootWidget, getActionTag());
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if (widget != NULL)
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{
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setObject(widget);
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}
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}
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}
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}
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void ActionNode::setUnitTime(float fTime)
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{
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_fUnitTime = fTime;
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this->refreshActionProperty();
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}
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float ActionNode::getUnitTime()
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{
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return _fUnitTime;
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}
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void ActionNode::setActionTag(int tag)
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{
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_actionTag = tag;
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}
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int ActionNode::getActionTag()
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{
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return _actionTag;
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}
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void ActionNode::setObject(Object* node)
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{
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_object = node;
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}
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Object* ActionNode::getObject()
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{
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return _object;
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}
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Node* ActionNode::getActionNode()
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{
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Node* cNode = dynamic_cast<Node*>(_object);
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if (cNode != NULL)
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{
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return cNode;
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}
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else
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{
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UIWidget* rootWidget = dynamic_cast<UIWidget*>(_object);
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if (rootWidget != NULL)
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{
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return rootWidget->getRenderer();
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}
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}
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return NULL;
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}
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void ActionNode::insertFrame(int index, ActionFrame* frame)
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{
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if (frame == NULL)
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{
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return;
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}
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int frameType = frame->getFrameType();
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Array* cArray = (Array*)_frameArray->getObjectAtIndex(frameType);
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if (cArray == NULL)
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{
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return;
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}
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cArray->insertObject(frame,index);
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}
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void ActionNode::addFrame(ActionFrame* frame)
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{
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if (frame == NULL)
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{
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return;
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}
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int frameType = frame->getFrameType();
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Array* cArray = (Array*)_frameArray->getObjectAtIndex(frameType);
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if (cArray == NULL)
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{
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return;
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}
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cArray->addObject(frame);
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}
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void ActionNode::deleteFrame(ActionFrame* frame)
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{
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if (frame == NULL)
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{
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return;
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}
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int frameType = frame->getFrameType();
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Array* cArray = (Array*)_frameArray->getObjectAtIndex(frameType);
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if (cArray == NULL)
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{
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return;
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}
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cArray->removeObject(frame);
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}
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void ActionNode::clearAllFrame()
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{
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for (int i = 0; i < _frameArrayNum; i++)
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{
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_frameArray[i].removeAllObjects();
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}
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}
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Spawn * ActionNode::refreshActionProperty()
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{
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if ( _object == NULL )
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{
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return NULL;
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}
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Vector<FiniteTimeAction*> cSpawnArray;
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for (int n = 0; n < _frameArrayNum; n++)
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{
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Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n));
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if (cArray == NULL || cArray->count() <= 0)
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{
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continue;
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}
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Vector<FiniteTimeAction*> cSequenceArray;
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long frameCount = cArray->count();
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for (int i = 0; i < frameCount; i++)
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{
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ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(i));
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if (i == 0)
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{
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}
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else
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{
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ActionFrame* srcFrame = (ActionFrame*)(cArray->getObjectAtIndex(i-1));
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float duration = (frame->getFrameIndex() - srcFrame->getFrameIndex()) * getUnitTime();
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Action* cAction = frame->getAction(duration);
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cSequenceArray.addObject(static_cast<FiniteTimeAction*>(cAction));
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}
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}
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Sequence* cSequence = Sequence::create(cSequenceArray);
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if (cSequence != NULL)
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{
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cSpawnArray.addObject(cSequence);
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}
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}
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if (_action == NULL)
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{
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CC_SAFE_RELEASE_NULL(_actionSpawn);
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}
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else
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{
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CC_SAFE_RELEASE_NULL(_action);
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}
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_actionSpawn = Spawn::create(cSpawnArray);
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CC_SAFE_RETAIN(_actionSpawn);
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return _actionSpawn;
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}
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void ActionNode::playAction()
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{
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if ( _object == NULL || _actionSpawn == NULL)
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{
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return;
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}
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if (_action!=NULL)
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{
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_action->release();
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}
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_action = Sequence::create(_actionSpawn, NULL);
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_action->retain();
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this->runAction();
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}
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void ActionNode::runAction()
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{
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Node* cNode = this->getActionNode();
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if (cNode != NULL && _action != NULL)
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{
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cNode->runAction(_action);
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}
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}
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void ActionNode::stopAction()
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{
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Node* cNode = this->getActionNode();
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if (cNode != NULL && _action != NULL)
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{
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cNode->stopAction(_action);
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}
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}
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int ActionNode::getFirstFrameIndex()
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{
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int frameindex = 99999;
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bool bFindFrame = false;
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for (int n = 0; n < _frameArrayNum; n++)
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{
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Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n));
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if (cArray == NULL || cArray->count() <= 0)
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{
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continue;
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}
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bFindFrame = true;
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ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(0));
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int iFrameIndex = frame->getFrameIndex();
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if (frameindex > iFrameIndex)
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{
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frameindex = iFrameIndex;
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}
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}
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if (!bFindFrame)
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{
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frameindex = 0;
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}
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return frameindex;
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}
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int ActionNode::getLastFrameIndex()
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{
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int frameindex = -1;
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bool bFindFrame = false;
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for (int n = 0; n < _frameArrayNum; n++)
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{
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Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n));
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if (cArray == NULL || cArray->count() <= 0)
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{
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continue;
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}
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bFindFrame = true;
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int lastInex = cArray->count() - 1;
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ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(lastInex));
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int iFrameIndex = frame->getFrameIndex();
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if (frameindex < iFrameIndex)
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{
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frameindex = iFrameIndex;
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}
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}
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if (!bFindFrame)
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{
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frameindex = 0;
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}
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return frameindex;
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}
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bool ActionNode::updateActionToTimeLine(float fTime)
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{
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bool bFindFrame = false;
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ActionFrame* srcFrame = NULL;
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// ActionFrame* destFrame = NULL;
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for (int n = 0; n < _frameArrayNum; n++)
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{
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Array* cArray = (Array*)(_frameArray->getObjectAtIndex(n));
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if (cArray == NULL)
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{
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continue;
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}
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int frameCount = cArray->count();
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for (int i = 0; i < frameCount; i++)
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{
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ActionFrame* frame = (ActionFrame*)(cArray->getObjectAtIndex(i));
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if (frame->getFrameIndex()*getUnitTime() == fTime)
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{
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this->easingToFrame(1.0f,1.0f,frame);
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bFindFrame = true;
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break;
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}
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else if (frame->getFrameIndex()*getUnitTime() > fTime)
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{
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if (i == 0)
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{
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this->easingToFrame(1.0f,1.0f,frame);
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bFindFrame = false;
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}
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else
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{
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srcFrame = (ActionFrame*)(cArray->getObjectAtIndex(i-1));
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float duration = (frame->getFrameIndex() - srcFrame->getFrameIndex())*getUnitTime();
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float delaytime = fTime - srcFrame->getFrameIndex()*getUnitTime();
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this->easingToFrame(duration,1.0f,srcFrame);
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//float easingTime = ActionFrameEasing::bounceTime(delaytime);
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this->easingToFrame(duration,delaytime/duration,frame);
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bFindFrame = true;
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}
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break;
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}
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}
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}
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return bFindFrame;
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}
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void ActionNode::easingToFrame(float duration,float delayTime,ActionFrame* destFrame)
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{
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Action* cAction = destFrame->getAction(duration);
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Node* cNode = this->getActionNode();
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if (cAction == NULL || cNode == NULL)
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{
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return;
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}
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cAction->startWithTarget(cNode);
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cAction->update(delayTime);
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}
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bool ActionNode::isActionDoneOnce()
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{
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if (_action == nullptr)
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{
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return true;
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}
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return _action->isDone();
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}
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} |