axmol/extensions/DragonBones/factory/BaseFactory.h

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/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2018 DragonBones team and other contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef DRAGONBONES_BASE_FACTORY_H
#define DRAGONBONES_BASE_FACTORY_H
#include "../parser/JSONDataParser.h"
#include "../parser/BinaryDataParser.h"
#include "../armature/Armature.h"
#include "../armature/Bone.h"
#include "../armature/Slot.h"
#include "../armature/Constraint.h"
#include "../animation/Animation.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - Base class for the factory that create the armatures. (Typically only one global factory instance is required)
* The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances.
* Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until
* it is cleared by the factory instance.
* @see dragonBones.DragonBonesData
* @see dragonBones.TextureAtlasData
* @see dragonBones.ArmatureData
* @see dragonBones.Armature
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 创建骨架的工厂基类。 (通常只需要一个全局工厂实例)
* 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。
* 当数据被解析过之后,已经添加到工厂中,在没有被工厂清理之前,不需要再次解析。
* @see dragonBones.DragonBonesData
* @see dragonBones.TextureAtlasData
* @see dragonBones.ArmatureData
* @see dragonBones.Armature
* @version DragonBones 3.0
* @language zh_CN
*/
class BaseFactory
{
protected:
static JSONDataParser _jsonParser;
static BinaryDataParser _binaryParser;
public:
/**
* @private
*/
bool autoSearch;
protected:
std::map<std::string, DragonBonesData*> _dragonBonesDataMap;
std::map<std::string, std::vector<TextureAtlasData*>> _textureAtlasDataMap;
DragonBones* _dragonBones;
DataParser* _dataParser;
public:
/**
* - Create a factory instance. (typically only one global factory instance is required)
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 创建一个工厂实例。 (通常只需要一个全局工厂实例)
* @version DragonBones 3.0
* @language zh_CN
*/
BaseFactory(DataParser* dataParser = nullptr)
: autoSearch(false), _dragonBonesDataMap(), _textureAtlasDataMap(), _dragonBones(nullptr), _dataParser(nullptr)
{
_dataParser = dataParser != nullptr ? dataParser : &BaseFactory::_jsonParser;
}
virtual ~BaseFactory()
{
clear();
_dragonBones = nullptr;
_dataParser = nullptr;
}
protected:
virtual inline bool _isSupportMesh() const { return true; }
virtual TextureData* _getTextureData(const std::string& textureAtlasName, const std::string& textureName) const;
virtual bool _fillBuildArmaturePackage(BuildArmaturePackage& dataPackage,
const std::string& dragonBonesName,
const std::string& armatureName,
const std::string& skinName,
const std::string& textureAtlasName) const;
virtual void _buildBones(const BuildArmaturePackage& dataPackage, Armature* armature) const;
/**
* @private
*/
virtual void _buildSlots(const BuildArmaturePackage& dataPackage, Armature* armature) const;
virtual Armature* _buildChildArmature(const BuildArmaturePackage* dataPackage,
Slot* slot,
DisplayData* displayData) const;
virtual std::pair<void*, DisplayType> _getSlotDisplay(const BuildArmaturePackage* dataPackage,
DisplayData* displayData,
DisplayData* rawDisplayData,
Slot* slot) const;
virtual TextureAtlasData* _buildTextureAtlasData(TextureAtlasData* textureAtlasData, void* textureAtlas) const = 0;
virtual Armature* _buildArmature(const BuildArmaturePackage& dataPackage) const = 0;
virtual Slot* _buildSlot(const BuildArmaturePackage& dataPackage,
const SlotData* slotData,
Armature* armature) const = 0;
public:
/**
* - Parse the raw data to a DragonBonesData instance and cache it to the factory.
* @param rawData - The raw data.
* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If
* not set, use the instance name instead)
* @param scale - Specify a scaling value for all armatures. (Default: 1.0)
* @returns DragonBonesData instance
* @see #getDragonBonesData()
* @see #addDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 将原始数据解析为 DragonBonesData 实例,并缓存到工厂中。
* @param rawData - 原始数据。
* @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称)
* @param scale - 为所有的骨架指定一个缩放值。 (默认: 1.0
* @returns DragonBonesData 实例
* @see #getDragonBonesData()
* @see #addDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 4.5
* @language zh_CN
*/
virtual DragonBonesData* parseDragonBonesData(const char* rawData,
const std::string& name = "",
float scale = 1.0f);
/**
* - Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to
* the factory.
* @param rawData - The raw texture atlas data.
* @param textureAtlas - The texture atlas object.
* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If
* not set, use the instance name instead)
* @param scale - Specify a scaling value for the map set. (Default: 1.0)
* @returns TextureAtlasData instance
* @see #getTextureAtlasData()
* @see #addTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 将原始贴图集数据和贴图集对象解析为 TextureAtlasData 实例,并缓存到工厂中。
* @param rawData - 原始贴图集数据。
* @param textureAtlas - 贴图集对象。
* @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称)
* @param scale - 为贴图集指定一个缩放值。 (默认: 1.0
* @returns TextureAtlasData 实例
* @see #getTextureAtlasData()
* @see #addTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 4.5
* @language zh_CN
*/
virtual TextureAtlasData* parseTextureAtlasData(const char* rawData,
void* textureAtlas,
const std::string& name = "",
float scale = 1.0f);
/**
* - Get a specific DragonBonesData instance.
* @param name - The DragonBonesData instance cache name.
* @returns DragonBonesData instance
* @see #parseDragonBonesData()
* @see #addDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 获取特定的 DragonBonesData 实例。
* @param name - DragonBonesData 实例的缓存名称。
* @returns DragonBonesData 实例
* @see #parseDragonBonesData()
* @see #addDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language zh_CN
*/
inline DragonBonesData* getDragonBonesData(const std::string& name) const
{
return mapFind(_dragonBonesDataMap, name);
}
/**
* - Cache a DragonBonesData instance to the factory.
* @param data - The DragonBonesData instance.
* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if
* not set, use the instance name instead)
* @see #parseDragonBonesData()
* @see #getDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 将 DragonBonesData 实例缓存到工厂中。
* @param data - DragonBonesData 实例。
* @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称)
* @see #parseDragonBonesData()
* @see #getDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language zh_CN
*/
virtual void addDragonBonesData(DragonBonesData* data, const std::string& name = "");
/**
* - Remove a DragonBonesData instance.
* @param name - The DragonBonesData instance cache name.
* @param disposeData - Whether to dispose data. (Default: true)
* @see #parseDragonBonesData()
* @see #getDragonBonesData()
* @see #addDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 移除 DragonBonesData 实例。
* @param name - DragonBonesData 实例缓存名称。
* @param disposeData - 是否释放数据。 (默认: true
* @see #parseDragonBonesData()
* @see #getDragonBonesData()
* @see #addDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language zh_CN
*/
virtual void removeDragonBonesData(const std::string& name, bool disposeData = true);
/**
* - Get a list of specific TextureAtlasData instances.
* @param name - The TextureAtlasData cahce name.
* @see #parseTextureAtlasData()
* @see #addTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 获取特定的 TextureAtlasData 实例列表。
* @param name - TextureAtlasData 实例缓存名称。
* @see #parseTextureAtlasData()
* @see #addTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language zh_CN
*/
inline std::vector<TextureAtlasData*>* getTextureAtlasData(const std::string& name)
{
return mapFindB(_textureAtlasDataMap, name);
}
/**
* - Cache a TextureAtlasData instance to the factory.
* @param data - The TextureAtlasData instance.
* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if
* not set, use the instance name instead)
* @see #parseTextureAtlasData()
* @see #getTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 将 TextureAtlasData 实例缓存到工厂中。
* @param data - TextureAtlasData 实例。
* @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称)
* @see #parseTextureAtlasData()
* @see #getTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language zh_CN
*/
virtual void addTextureAtlasData(TextureAtlasData* data, const std::string& name = "");
/**
* - Remove a TextureAtlasData instance.
* @param name - The TextureAtlasData instance cache name.
* @param disposeData - Whether to dispose data.
* @see #parseTextureAtlasData()
* @see #getTextureAtlasData()
* @see #addTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 移除 TextureAtlasData 实例。
* @param name - TextureAtlasData 实例的缓存名称。
* @param disposeData - 是否释放数据。
* @see #parseTextureAtlasData()
* @see #getTextureAtlasData()
* @see #addTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language zh_CN
*/
virtual void removeTextureAtlasData(const std::string& name, bool disposeData = true);
/**
* - Get a specific armature data.
* @param name - The armature data name.
* @param dragonBonesName - The cached name for DragonbonesData instance.
* @see dragonBones.ArmatureData
* @version DragonBones 5.1
* @language en_US
*/
/**
* - 获取特定的骨架数据。
* @param name - 骨架数据名称。
* @param dragonBonesName - DragonBonesData 实例的缓存名称。
* @see dragonBones.ArmatureData
* @version DragonBones 5.1
* @language zh_CN
*/
virtual ArmatureData* getArmatureData(const std::string& name, const std::string& dragonBonesName = "") const;
/**
* - Clear all cached DragonBonesData instances and TextureAtlasData instances.
* @param disposeData - Whether to dispose data.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。
* @param disposeData - 是否释放数据。
* @version DragonBones 4.5
* @language zh_CN
*/
virtual void clear(bool disposeData = true);
/**
* - Create a armature from cached DragonBonesData instances and TextureAtlasData instances.
* Note that when the created armature that is no longer in use, you need to explicitly dispose {@link
* #dragonBones.Armature#dispose()}.
* @param armatureName - The armature data name.
* @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData
* instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it
* may not be possible to accurately create a specific armature)
* @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set,
* use the default skin data)
* @returns The armature.
* @example
* TypeScript style, for reference only.
* <pre>
* let armature = factory.buildArmature("armatureName", "dragonBonesName");
* armature.clock = factory.clock;
* </pre>
* @see dragonBones.DragonBonesData
* @see dragonBones.ArmatureData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。
* 注意,创建的骨架不再使用时,需要显式释放 {@link #dragonBones.Armature#dispose()}。
* @param armatureName - 骨架数据名称。
* @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个
* DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架)
* @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。(如果未设置,则使用默认的皮肤数据)
* @returns 骨架。
* @example
* TypeScript 风格,仅供参考。
* <pre>
* let armature = factory.buildArmature("armatureName", "dragonBonesName");
* armature.clock = factory.clock;
* </pre>
* @see dragonBones.DragonBonesData
* @see dragonBones.ArmatureData
* @version DragonBones 3.0
* @language zh_CN
*/
virtual Armature* buildArmature(const std::string& armatureName,
const std::string& dragonBonesName = "",
const std::string& skinName = "",
const std::string& textureAtlasName = "") const;
/**
* @private
*/
virtual void replaceDisplay(Slot* slot, DisplayData* displayData, int displayIndex) const;
/**
* - Replaces the current display data for a particular slot with a specific display data.
* Specify display data with "dragonBonesName/armatureName/slotName/displayName".
* @param dragonBonesName - The DragonBonesData instance cache name.
* @param armatureName - The armature data name.
* @param slotName - The slot data name.
* @param displayName - The display data name.
* @param slot - The slot.
* @param displayIndex - The index of the display data that is replaced. (If it is not set, replaces the current
* display data)
* @example
* TypeScript style, for reference only.
* <pre>
* let slot = armature.getSlot("weapon");
* factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
* </pre>
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 用特定的显示对象数据替换特定插槽当前的显示对象数据。
* 用 "dragonBonesName/armatureName/slotName/displayName" 指定显示对象数据。
* @param dragonBonesName - DragonBonesData 实例的缓存名称。
* @param armatureName - 骨架数据名称。
* @param slotName - 插槽数据名称。
* @param displayName - 显示对象数据名称。
* @param slot - 插槽。
* @param displayIndex - 被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据)
* @example
* TypeScript 风格,仅供参考。
* <pre>
* let slot = armature.getSlot("weapon");
* factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
* </pre>
* @version DragonBones 4.5
* @language zh_CN
*/
virtual bool replaceSlotDisplay(const std::string& dragonBonesName,
const std::string& armatureName,
const std::string& slotName,
const std::string& displayName,
Slot* slot,
int displayIndex = -1) const;
/**
* @private
*/
virtual bool replaceSlotDisplayList(const std::string& dragonBonesName,
const std::string& armatureName,
const std::string& slotName,
Slot* slot) const;
/**
* - Share specific skin data with specific armature.
* @param armature - The armature.
* @param skin - The skin data.
* @param isOverride - Whether it completely override the original skin. (Default: false)
* @param exclude - A list of slot names that do not need to be replace.
* @example
* TypeScript style, for reference only.
* <pre>
* let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
* let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
* if (armatureDataB && armatureDataB.defaultSkin) {
* factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
* }
* </pre>
* @see dragonBones.Armature
* @see dragonBones.SkinData
* @version DragonBones 5.6
* @language en_US
*/
/**
* - 将特定的皮肤数据共享给特定的骨架使用。
* @param armature - 骨架。
* @param skin - 皮肤数据。
* @param isOverride - 是否完全覆盖原来的皮肤。 (默认: false
* @param exclude - 不需要被替换的插槽名称列表。
* @example
* TypeScript 风格,仅供参考。
* <pre>
* let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
* let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
* if (armatureDataB && armatureDataB.defaultSkin) {
* factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
* }
* </pre>
* @see dragonBones.Armature
* @see dragonBones.SkinData
* @version DragonBones 5.6
* @language zh_CN
*/
virtual bool replaceSkin(Armature* armature,
SkinData* skin,
bool isOverride = false,
const std::vector<std::string>* exclude = nullptr) const;
/**
* - Replaces the existing animation data for a specific armature with the animation data for the specific armature
* data. This enables you to make a armature template so that other armature without animations can share it's
* animations.
* @param armature - The armtaure.
* @param armatureData - The armature data.
* @param isOverride - Whether to completely overwrite the original animation. (Default: false)
* @example
* TypeScript style, for reference only.
* <pre>
* let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
* let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
* if (armatureDataB) {
* factory.replaceAnimation(armatureA, armatureDataB);
* }
* </pre>
* @see dragonBones.Armature
* @see dragonBones.ArmatureData
* @version DragonBones 5.6
* @language en_US
*/
/**
* - 用特定骨架数据的动画数据替换特定骨架现有的动画数据。
* 这样就能实现制作一个骨架动画模板,让其他没有制作动画的骨架共享该动画。
* @param armature - 骨架。
* @param armatureData - 骨架数据。
* @param isOverride - 是否完全覆盖原来的动画。(默认: false
* @example
* TypeScript 风格,仅供参考。
* <pre>
* let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
* let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
* if (armatureDataB) {
* factory.replaceAnimation(armatureA, armatureDataB);
* }
* </pre>
* @see dragonBones.Armature
* @see dragonBones.ArmatureData
* @version DragonBones 5.6
* @language zh_CN
*/
virtual bool replaceAnimation(Armature* armature, ArmatureData* armatureData, bool isReplaceAll = true) const;
/**
* @private
*/
inline const std::map<std::string, std::vector<TextureAtlasData*>>& getAllTextureAtlasData() const
{
return _textureAtlasDataMap;
}
/**
* @private
*/
inline const std::map<std::string, DragonBonesData*>& getAllDragonBonesData() const { return _dragonBonesDataMap; }
/**
* - An Worldclock instance updated by engine.
* @version DragonBones 5.7
* @language en_US
*/
/**
* - 由引擎驱动的 WorldClock 实例。
* @version DragonBones 5.7
* @language zh_CN
*/
inline WorldClock* getClock() const { return _dragonBones->getClock(); }
/**
* - Deprecated, please refer to {@link #replaceSkin}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #replaceSkin}。
* @deprecated
* @language zh_CN
*/
inline bool changeSkin(Armature* armature, SkinData* skin, const std::vector<std::string>* exclude = nullptr) const
{
return replaceSkin(armature, skin, false, exclude);
}
};
/**
* @internal
*/
class BuildArmaturePackage
{
DRAGONBONES_DISALLOW_COPY_AND_ASSIGN(BuildArmaturePackage)
public:
std::string dataName;
std::string textureAtlasName;
DragonBonesData* data;
ArmatureData* armature;
SkinData* skin;
BuildArmaturePackage() : dataName(), textureAtlasName(), data(nullptr), armature(nullptr), skin(nullptr) {}
~BuildArmaturePackage() {}
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_BASE_FACTORY_H