mirror of https://github.com/axmolengine/axmol.git
172 lines
6.0 KiB
C++
172 lines
6.0 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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#ifndef __CCTIMELINE_ACTION_H__
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#define __CCTIMELINE_ACTION_H__
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#include "CCTimeLine.h"
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#include "renderer/CCRenderer.h"
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#include "cocostudio/CocosStudioExport.h"
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NS_TIMELINE_BEGIN
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class CC_STUDIO_DLL ActionTimelineData : public cocos2d::Ref
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{
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public:
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static ActionTimelineData* create(int actionTag);
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virtual void setActionTag(int actionTag) { _actionTag = actionTag; }
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virtual int getActionTag() const { return _actionTag; }
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protected:
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ActionTimelineData();
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virtual bool init(int actionTag);
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int _actionTag;
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};
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class CC_STUDIO_DLL ActionTimeline : public cocos2d::Action
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{
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public:
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friend class Frame;
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static ActionTimeline* create();
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ActionTimeline();
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virtual ~ActionTimeline();
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virtual bool init();
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/** Goto the specified frame index, and start playing from this index.
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* @param startIndex The animation will play from this index.
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*/
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virtual void gotoFrameAndPlay(int startIndex);
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/** Goto the specified frame index, and start playing from this index.
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* @param startIndex The animation will play from this index.
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* @param loop Whether or not the animation need loop.
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*/
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virtual void gotoFrameAndPlay(int startIndex, bool loop);
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/** Goto the specified frame index, and start playing from start index, end at end index.
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* @param startIndex The animation will play from this index.
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* @param endIndex The animation will end at this index.
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* @param loop Whether or not the animation need loop.
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*/
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virtual void gotoFrameAndPlay(int startIndex, int endIndex, bool loop);
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/** Goto the specified frame index, and start playing from start index, end at end index.
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* @param startIndex The animation will play from this index.
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* @param endIndex The animation will end at this index.
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* @param currentFrameIndex set current frame index.
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* @param loop Whether or not the animation need loop.
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*/
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virtual void gotoFrameAndPlay(int startIndex, int endIndex, int currentFrameIndex, bool loop);
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/** Goto the specified frame index, and pause at this index.
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* @param startIndex The animation will pause at this index.
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*/
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virtual void gotoFrameAndPause(int startIndex);
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/** Pause the animation. */
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virtual void pause();
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/** Resume the animation. */
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virtual void resume();
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/** Whether or not Action is playing. */
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virtual bool isPlaying() const;
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/** Set the animation speed, this will speed up or slow down the speed. */
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virtual void setTimeSpeed(float speed) { _timeSpeed = speed; }
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/** Get current animation speed. */
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virtual float getTimeSpeed() const { return _timeSpeed; }
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/** duration of the whole action*/
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virtual void setDuration(int duration) { _duration = duration; }
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virtual int getDuration() const { return _duration; }
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/** Start frame index of this action*/
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virtual int getStartFrame() const { return _startFrame; }
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/** End frame of this action.
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* When action play to this frame, if action is not loop, then it will stop,
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* or it will play from start frame again. */
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virtual int getEndFrame() const { return _endFrame; }
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/** Set current frame index, this will cause action plays to this frame. */
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virtual void setCurrentFrame(int frameIndex);
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/** Get current frame. */
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virtual int getCurrentFrame() const { return _currentFrame; }
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/** add Timeline to ActionTimeline */
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virtual void addTimeline(Timeline* timeline);
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virtual void removeTimeline(Timeline* timeline);
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virtual const cocos2d::Vector<Timeline*>& getTimelines() const { return _timelineList; }
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/** Set ActionTimeline's frame event callback function */
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void setFrameEventCallFunc(std::function<void(Frame *)> listener);
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void clearFrameEventCallFunc();
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/** Inherit from Action. */
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/** Returns a clone of ActionTimeline */
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virtual ActionTimeline* clone() const override;
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/** Returns a reverse of ActionTimeline.
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* Not implement yet.
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*/
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virtual ActionTimeline* reverse() const override { return nullptr; }
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virtual void step(float delta) override;
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virtual void startWithTarget(cocos2d::Node *target) override;
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virtual bool isDone() const override { return false; }
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protected:
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virtual void gotoFrame(int frameIndex);
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virtual void stepToFrame(int frameIndex);
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/** emit frame event, call it when enter a frame*/
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virtual void emitFrameEvent(Frame* frame);
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std::map<int, cocos2d::Vector<Timeline*>> _timelineMap;
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cocos2d::Vector<Timeline*> _timelineList;
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int _duration;
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double _time;
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float _timeSpeed;
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float _frameInternal;
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bool _playing;
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int _currentFrame;
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int _startFrame;
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int _endFrame;
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bool _loop;
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std::function<void(Frame*)> _frameEventListener;
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};
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NS_TIMELINE_END
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#endif /*__CCTIMELINE_ACTION_H__*/
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