mirror of https://github.com/axmolengine/axmol.git
142 lines
5.6 KiB
C++
142 lines
5.6 KiB
C++
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#include <spine/CCSkeletonAnimation.h>
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#include <spine/extension.h>
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#include <spine/spine-cocos2dx.h>
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USING_NS_CC;
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using std::min;
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using std::max;
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using std::vector;
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namespace cocos2d { namespace extension {
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CCSkeletonAnimation* CCSkeletonAnimation::createWithData (SkeletonData* skeletonData) {
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CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonData);
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node->autorelease();
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return node;
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}
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CCSkeletonAnimation* CCSkeletonAnimation::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) {
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CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonDataFile, atlas, scale);
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node->autorelease();
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return node;
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}
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CCSkeletonAnimation* CCSkeletonAnimation::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
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CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonDataFile, atlasFile, scale);
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node->autorelease();
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return node;
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}
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CCSkeletonAnimation::CCSkeletonAnimation (SkeletonData *skeletonData)
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: CCSkeleton(skeletonData) {
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addAnimationState();
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}
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CCSkeletonAnimation::CCSkeletonAnimation (const char* skeletonDataFile, Atlas* atlas, float scale)
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: CCSkeleton(skeletonDataFile, atlas, scale) {
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addAnimationState();
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}
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CCSkeletonAnimation::CCSkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale)
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: CCSkeleton(skeletonDataFile, atlasFile, scale) {
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addAnimationState();
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}
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CCSkeletonAnimation::~CCSkeletonAnimation () {
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for (std::vector<AnimationStateData*>::iterator iter = stateDatas.begin(); iter != stateDatas.end(); ++iter)
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AnimationStateData_dispose(*iter);
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for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter)
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AnimationState_dispose(*iter);
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}
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void CCSkeletonAnimation::update (float deltaTime) {
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super::update(deltaTime);
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deltaTime *= timeScale;
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for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter) {
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AnimationState_update(*iter, deltaTime);
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AnimationState_apply(*iter, skeleton);
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}
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Skeleton_updateWorldTransform(skeleton);
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}
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void CCSkeletonAnimation::addAnimationState (AnimationStateData* stateData) {
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if (!stateData) {
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stateData = AnimationStateData_create(skeleton->data);
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stateDatas.push_back(stateData);
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}
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AnimationState* state = AnimationState_create(stateData);
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states.push_back(state);
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}
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void CCSkeletonAnimation::setAnimationStateData (AnimationStateData* stateData, int stateIndex) {
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CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
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CCASSERT(stateData, "stateData cannot be null.");
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AnimationState* state = states[stateIndex];
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for (std::vector<AnimationStateData*>::iterator iter = stateDatas.begin(); iter != stateDatas.end(); ++iter) {
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if (state->data == *iter) {
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AnimationStateData_dispose(state->data);
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stateDatas.erase(iter);
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break;
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}
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}
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for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter) {
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if (state == *iter) {
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states.erase(iter);
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break;
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}
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}
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AnimationState_dispose(state);
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state = AnimationState_create(stateData);
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states[stateIndex] = state;
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}
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void CCSkeletonAnimation::setMix (const char* fromAnimation, const char* toAnimation, float duration, int stateIndex) {
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CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
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AnimationStateData_setMixByName(states[stateIndex]->data, fromAnimation, toAnimation, duration);
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}
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void CCSkeletonAnimation::setAnimation (const char* name, bool loop, int stateIndex) {
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CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
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AnimationState_setAnimationByName(states[stateIndex], name, loop);
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}
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void CCSkeletonAnimation::addAnimation (const char* name, bool loop, float delay, int stateIndex) {
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CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
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AnimationState_addAnimationByName(states[stateIndex], name, loop, delay);
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}
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void CCSkeletonAnimation::clearAnimation (int stateIndex) {
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CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
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AnimationState_clearAnimation(states[stateIndex]);
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}
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}} // namespace cocos2d { namespace extension {
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