mirror of https://github.com/axmolengine/axmol.git
181 lines
5.4 KiB
C++
181 lines
5.4 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 __CCPROCESSBASE_H__
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#define __CCPROCESSBASE_H__
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#include "CCArmatureDefine.h"
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#include "CCDatas.h"
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#include "CocosStudioExport.h"
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namespace cocostudio
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{
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enum AnimationType
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{
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SINGLE_FRAME = -4, //! the animation just have one frame
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ANIMATION_NO_LOOP, //! the animation isn't loop
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ANIMATION_TO_LOOP_FRONT, //! the animation loop from front
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ANIMATION_TO_LOOP_BACK, //! the animation loop from back
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ANIMATION_LOOP_FRONT, //! the animation loop from front
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ANIMATION_LOOP_BACK, //! the animation loop from back
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ANIMATION_MAX,
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};
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL ProcessBase : public cocos2d::Ref
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{
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public:
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ProcessBase(void);
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virtual ~ProcessBase(void);
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/**
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* Play animation by animation name.
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*
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* @param durationTo The frames between two animation changing-over.
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* It's meaning is changing to this animation need how many frames
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*
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* -1 : use the value from MovementData get from flash design panel
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* @param durationTween The frame count you want to play in the game.
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* if _durationTween is 80, then the animation will played 80 frames in a loop
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*
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* -1 : use the value from MovementData get from flash design panel
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*
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* @param loop Whether the animation is loop
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*
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* loop < 0 : use the value from MovementData get from flash design panel
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* loop = 0 : this animation is not loop
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* loop > 0 : this animation is loop
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*
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* @param tweenEasing Tween easing is used for calculate easing effect
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*
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* TWEEN_EASING_MAX : use the value from MovementData get from flash design panel
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* -1 : fade out
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* 0 : line
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* 1 : fade in
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* 2 : fade in and out
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*
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*/
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virtual void play(int durationTo, int durationTween, int loop, int tweenEasing);
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/**
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* Pause the Process
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*/
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virtual void pause();
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/**
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* Resume the Process
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*/
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virtual void resume();
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/**
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* Stop the Process
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*/
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virtual void stop();
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/**
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* You should never call this function, unless you know what you do
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* Update the Process, include current process, current frame and son on
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*
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* @param The duration since last update
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*/
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virtual void update(float dt);
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virtual int getCurrentFrameIndex();
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virtual void setProcessScale(float processScale) { _processScale = processScale; }
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virtual float getProcessScale() const { return _processScale; }
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virtual void setIsPause(bool pause) { _isPause = pause; }
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virtual bool isPause() const { return _isPause; }
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virtual void setIsComplete(bool complete) { _isComplete = complete; }
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virtual bool isComplete() const { return _isComplete; }
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virtual void setIsPlaying(bool playing) { _isPlaying = playing; }
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virtual bool isPlaying() const { return _isPlaying; }
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virtual float getCurrentPercent() const { return _currentPercent; }
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virtual int getRawDuration() const { return _rawDuration; }
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protected:
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virtual void gotoFrame(int frameIndex);
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/**
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* Update(float dt) will call this handler, you can handle your logic here
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*/
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virtual void updateHandler(){};
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protected:
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//! Scale the process speed
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float _processScale;
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//! Set and get whether the animation is pause
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bool _isPause;
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//! Set and get whether the animation is complete
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bool _isComplete;
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//! Set and get whether the animation is playing
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bool _isPlaying;
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//! Current percent this process arrived
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float _currentPercent;
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//! The raw duration
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int _rawDuration;
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//! The animation whether or not loop
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AnimationType _loopType;
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//! The tween easing effect
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cocos2d::tweenfunc::TweenType _tweenEasing;
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//! The animation update speed
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float _animationInternal;
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protected:
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//! The duration frame count will run
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int _durationTween;
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//! Current frame this process arrived, this frame is tween frame
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float _currentFrame;
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//! Frame index it the time line
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int _curFrameIndex;
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//! Next frame this process need run to
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int _nextFrameIndex;
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bool _isLoopBack;
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};
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} // namespace cocostudio
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#endif /*__CCPROCESSBASE_H__*/
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