mirror of https://github.com/axmolengine/axmol.git
160 lines
5.6 KiB
C++
160 lines
5.6 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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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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#ifndef __CCDISPLAYMANAGER_H__
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#define __CCDISPLAYMANAGER_H__
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#include "cocostudio/CCArmatureDefine.h"
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#include "cocostudio/CCDecorativeDisplay.h"
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#include "cocostudio/CCDatas.h"
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#include "cocostudio/CocosStudioExport.h"
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namespace cocostudio {
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class Bone;
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/**! DisplayManager manages Bone's display
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* @js NA
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* @lua NA
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*/
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class CC_STUDIO_DLL DisplayManager : public cocos2d::Ref
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{
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public:
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static DisplayManager *create(Bone *bone);
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public:
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DisplayManager();
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~DisplayManager();
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bool init(Bone *bone);
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/**
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* Use BoneData to init the display list.
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* If display is a sprite, and it have texture info in the TextureData, then use TextureData to init the display's anchor point
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* If the display is a Armature, then create a new Armature
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*/
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virtual void initDisplayList(BoneData *boneData);
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/**
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* Add display and use _DisplayData init the display.
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* If index already have a display, then replace it.
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* If index is current display index, then also change display to _index
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*
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* @param displayData it include the display information, like DisplayType.
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* If you want to create a sprite display, then create a SpriteDisplayData param
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*
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* @param index the index of the display you want to replace or add to
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* -1 : append display from back
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*/
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void addDisplay(DisplayData *displayData, int index);
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void addDisplay(cocos2d::Node *display, int index);
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void removeDisplay(int index);
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const cocos2d::Vector<DecorativeDisplay*>& getDecorativeDisplayList() const;
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/*
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* @deprecated, please use changeDisplayWithIndex and changeDisplayWithName
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*/
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CC_DEPRECATED_ATTRIBUTE void changeDisplayByIndex(int index, bool force);
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CC_DEPRECATED_ATTRIBUTE void changeDisplayByName(const std::string& name, bool force);
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/**
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* Change display by index. You can just use this method to change display in the display list.
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* The display list is just used for this bone, and it is the displays you may use in every frame.
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*
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* Note : if index is the same with prev index, the method will not effect
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*
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* @param index The index of the display you want to change
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* @param force If true, then force change display to specified display, or current display will set to display index edit in the flash every key frame.
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*/
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void changeDisplayWithIndex(int index, bool force);
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void changeDisplayWithName(const std::string& name, bool force);
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cocos2d::Node *getDisplayRenderNode() const;
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DisplayType getDisplayRenderNodeType() const;
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int getCurrentDisplayIndex() const;
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virtual void setCurrentDecorativeDisplay(DecorativeDisplay *decoDisplay);
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virtual DecorativeDisplay *getCurrentDecorativeDisplay() const;
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virtual DecorativeDisplay *getDecorativeDisplayByIndex( int index) const;
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/**
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* Sets whether the display is visible
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* The default value is true, a node is default to visible
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*
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* @param visible true if the node is visible, false if the node is hidden.
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*/
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virtual void setVisible(bool visible);
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/**
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* Determines if the display is visible
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*
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* @see setVisible(bool)
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* @return true if the node is visible, false if the node is hidden.
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*/
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virtual bool isVisible() const;
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cocos2d::Size getContentSize() const;
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cocos2d::Rect getBoundingBox() const;
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cocos2d::Vec2 getAnchorPoint() const;
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cocos2d::Vec2 getAnchorPointInPoints() const;
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/**
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* Check if the position is inside the bone.
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*/
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virtual bool containPoint(cocos2d::Vec2 &_point);
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/**
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* Check if the position is inside the bone.
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*/
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virtual bool containPoint(float x, float y);
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virtual void setForceChangeDisplay(bool force) { _forceChangeDisplay = force; }
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virtual bool isForceChangeDisplay() const { return _forceChangeDisplay; }
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protected:
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cocos2d::Vector<DecorativeDisplay*> _decoDisplayList;
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//! Display render node.
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cocos2d::Node *_displayRenderNode;
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//! Display render node type
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DisplayType _displayType;
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//! Include current display information, like contour sprite, etc.
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DecorativeDisplay *_currentDecoDisplay;
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//! Current display index
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int _displayIndex;
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bool _forceChangeDisplay;
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//! Whether of not the bone is visible. Default is true
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bool _visible;
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Bone *_bone;
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};
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}
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#endif /*__CCDISPLAYMANAGER_H__*/
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