mirror of https://github.com/axmolengine/axmol.git
608 lines
26 KiB
C++
608 lines
26 KiB
C++
/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2012-2018 DragonBones team and other contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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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, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef DRAGONBONES_BASE_FACTORY_H
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#define DRAGONBONES_BASE_FACTORY_H
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#include "../parser/JSONDataParser.h"
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#include "../parser/BinaryDataParser.h"
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#include "../armature/Armature.h"
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#include "../armature/Bone.h"
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#include "../armature/Slot.h"
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#include "../armature/Constraint.h"
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#include "../animation/Animation.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - Base class for the factory that create the armatures. (Typically only one global factory instance is required)
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* The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances.
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* Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until
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* it is cleared by the factory instance.
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* @see dragonBones.DragonBonesData
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* @see dragonBones.TextureAtlasData
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* @see dragonBones.ArmatureData
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* @see dragonBones.Armature
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 创建骨架的工厂基类。 (通常只需要一个全局工厂实例)
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* 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。
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* 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。
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* @see dragonBones.DragonBonesData
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* @see dragonBones.TextureAtlasData
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* @see dragonBones.ArmatureData
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* @see dragonBones.Armature
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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class BaseFactory
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{
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protected:
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static JSONDataParser _jsonParser;
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static BinaryDataParser _binaryParser;
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public:
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/**
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* @private
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*/
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bool autoSearch;
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protected:
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std::map<std::string, DragonBonesData*> _dragonBonesDataMap;
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std::map<std::string, std::vector<TextureAtlasData*>> _textureAtlasDataMap;
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DragonBones* _dragonBones;
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DataParser* _dataParser;
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public:
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/**
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* - Create a factory instance. (typically only one global factory instance is required)
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 创建一个工厂实例。 (通常只需要一个全局工厂实例)
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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BaseFactory(DataParser* dataParser = nullptr)
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: autoSearch(false), _dragonBonesDataMap(), _textureAtlasDataMap(), _dragonBones(nullptr), _dataParser(nullptr)
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{
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_dataParser = dataParser != nullptr ? dataParser : &BaseFactory::_jsonParser;
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}
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virtual ~BaseFactory()
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{
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clear();
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_dragonBones = nullptr;
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_dataParser = nullptr;
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}
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protected:
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virtual inline bool _isSupportMesh() const { return true; }
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virtual TextureData* _getTextureData(const std::string& textureAtlasName, const std::string& textureName) const;
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virtual bool _fillBuildArmaturePackage(BuildArmaturePackage& dataPackage,
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const std::string& dragonBonesName,
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const std::string& armatureName,
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const std::string& skinName,
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const std::string& textureAtlasName) const;
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virtual void _buildBones(const BuildArmaturePackage& dataPackage, Armature* armature) const;
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/**
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* @private
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*/
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virtual void _buildSlots(const BuildArmaturePackage& dataPackage, Armature* armature) const;
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virtual Armature* _buildChildArmature(const BuildArmaturePackage* dataPackage,
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Slot* slot,
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DisplayData* displayData) const;
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virtual std::pair<void*, DisplayType> _getSlotDisplay(const BuildArmaturePackage* dataPackage,
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DisplayData* displayData,
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DisplayData* rawDisplayData,
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Slot* slot) const;
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virtual TextureAtlasData* _buildTextureAtlasData(TextureAtlasData* textureAtlasData, void* textureAtlas) const = 0;
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virtual Armature* _buildArmature(const BuildArmaturePackage& dataPackage) const = 0;
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virtual Slot* _buildSlot(const BuildArmaturePackage& dataPackage,
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const SlotData* slotData,
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Armature* armature) const = 0;
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public:
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/**
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* - Parse the raw data to a DragonBonesData instance and cache it to the factory.
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* @param rawData - The raw data.
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* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If
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* not set, use the instance name instead)
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* @param scale - Specify a scaling value for all armatures. (Default: 1.0)
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* @returns DragonBonesData instance
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* @see #getDragonBonesData()
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* @see #addDragonBonesData()
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* @see #removeDragonBonesData()
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* @see dragonBones.DragonBonesData
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 将原始数据解析为 DragonBonesData 实例,并缓存到工厂中。
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* @param rawData - 原始数据。
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* @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)
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* @param scale - 为所有的骨架指定一个缩放值。 (默认: 1.0)
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* @returns DragonBonesData 实例
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* @see #getDragonBonesData()
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* @see #addDragonBonesData()
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* @see #removeDragonBonesData()
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* @see dragonBones.DragonBonesData
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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virtual DragonBonesData* parseDragonBonesData(const char* rawData,
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const std::string& name = "",
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float scale = 1.0f);
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/**
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* - Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to
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* the factory.
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* @param rawData - The raw texture atlas data.
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* @param textureAtlas - The texture atlas object.
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* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If
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* not set, use the instance name instead)
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* @param scale - Specify a scaling value for the map set. (Default: 1.0)
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* @returns TextureAtlasData instance
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* @see #getTextureAtlasData()
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* @see #addTextureAtlasData()
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* @see #removeTextureAtlasData()
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* @see dragonBones.TextureAtlasData
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 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。
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* @param rawData - 原始贴图集数据。
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* @param textureAtlas - 贴图集对象。
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* @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)
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* @param scale - 为贴图集指定一个缩放值。 (默认: 1.0)
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* @returns TextureAtlasData 实例
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* @see #getTextureAtlasData()
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* @see #addTextureAtlasData()
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* @see #removeTextureAtlasData()
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* @see dragonBones.TextureAtlasData
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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virtual TextureAtlasData* parseTextureAtlasData(const char* rawData,
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void* textureAtlas,
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const std::string& name = "",
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float scale = 1.0f);
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/**
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* - Get a specific DragonBonesData instance.
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* @param name - The DragonBonesData instance cache name.
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* @returns DragonBonesData instance
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* @see #parseDragonBonesData()
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* @see #addDragonBonesData()
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* @see #removeDragonBonesData()
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* @see dragonBones.DragonBonesData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 获取特定的 DragonBonesData 实例。
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* @param name - DragonBonesData 实例的缓存名称。
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* @returns DragonBonesData 实例
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* @see #parseDragonBonesData()
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* @see #addDragonBonesData()
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* @see #removeDragonBonesData()
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* @see dragonBones.DragonBonesData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline DragonBonesData* getDragonBonesData(const std::string& name) const
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{
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return mapFind(_dragonBonesDataMap, name);
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}
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/**
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* - Cache a DragonBonesData instance to the factory.
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* @param data - The DragonBonesData instance.
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* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if
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* not set, use the instance name instead)
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* @see #parseDragonBonesData()
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* @see #getDragonBonesData()
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* @see #removeDragonBonesData()
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* @see dragonBones.DragonBonesData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 将 DragonBonesData 实例缓存到工厂中。
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* @param data - DragonBonesData 实例。
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* @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)
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* @see #parseDragonBonesData()
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* @see #getDragonBonesData()
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* @see #removeDragonBonesData()
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* @see dragonBones.DragonBonesData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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virtual void addDragonBonesData(DragonBonesData* data, const std::string& name = "");
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/**
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* - Remove a DragonBonesData instance.
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* @param name - The DragonBonesData instance cache name.
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* @param disposeData - Whether to dispose data. (Default: true)
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* @see #parseDragonBonesData()
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* @see #getDragonBonesData()
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* @see #addDragonBonesData()
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* @see dragonBones.DragonBonesData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 移除 DragonBonesData 实例。
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* @param name - DragonBonesData 实例缓存名称。
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* @param disposeData - 是否释放数据。 (默认: true)
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* @see #parseDragonBonesData()
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* @see #getDragonBonesData()
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* @see #addDragonBonesData()
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* @see dragonBones.DragonBonesData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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virtual void removeDragonBonesData(const std::string& name, bool disposeData = true);
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/**
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* - Get a list of specific TextureAtlasData instances.
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* @param name - The TextureAtlasData cahce name.
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* @see #parseTextureAtlasData()
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* @see #addTextureAtlasData()
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* @see #removeTextureAtlasData()
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* @see dragonBones.TextureAtlasData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 获取特定的 TextureAtlasData 实例列表。
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* @param name - TextureAtlasData 实例缓存名称。
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* @see #parseTextureAtlasData()
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* @see #addTextureAtlasData()
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* @see #removeTextureAtlasData()
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* @see dragonBones.TextureAtlasData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline std::vector<TextureAtlasData*>* getTextureAtlasData(const std::string& name)
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{
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return mapFindB(_textureAtlasDataMap, name);
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}
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/**
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* - Cache a TextureAtlasData instance to the factory.
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* @param data - The TextureAtlasData instance.
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* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if
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* not set, use the instance name instead)
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* @see #parseTextureAtlasData()
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* @see #getTextureAtlasData()
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* @see #removeTextureAtlasData()
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* @see dragonBones.TextureAtlasData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 将 TextureAtlasData 实例缓存到工厂中。
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* @param data - TextureAtlasData 实例。
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* @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)
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* @see #parseTextureAtlasData()
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* @see #getTextureAtlasData()
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* @see #removeTextureAtlasData()
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* @see dragonBones.TextureAtlasData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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virtual void addTextureAtlasData(TextureAtlasData* data, const std::string& name = "");
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/**
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* - Remove a TextureAtlasData instance.
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* @param name - The TextureAtlasData instance cache name.
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* @param disposeData - Whether to dispose data.
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* @see #parseTextureAtlasData()
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* @see #getTextureAtlasData()
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* @see #addTextureAtlasData()
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* @see dragonBones.TextureAtlasData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 移除 TextureAtlasData 实例。
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* @param name - TextureAtlasData 实例的缓存名称。
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* @param disposeData - 是否释放数据。
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* @see #parseTextureAtlasData()
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* @see #getTextureAtlasData()
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* @see #addTextureAtlasData()
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* @see dragonBones.TextureAtlasData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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virtual void removeTextureAtlasData(const std::string& name, bool disposeData = true);
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/**
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* - Get a specific armature data.
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* @param name - The armature data name.
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* @param dragonBonesName - The cached name for DragonbonesData instance.
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* @see dragonBones.ArmatureData
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* @version DragonBones 5.1
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* @language en_US
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*/
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/**
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* - 获取特定的骨架数据。
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* @param name - 骨架数据名称。
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* @param dragonBonesName - DragonBonesData 实例的缓存名称。
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* @see dragonBones.ArmatureData
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* @version DragonBones 5.1
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* @language zh_CN
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*/
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virtual ArmatureData* getArmatureData(const std::string& name, const std::string& dragonBonesName = "") const;
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/**
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* - Clear all cached DragonBonesData instances and TextureAtlasData instances.
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* @param disposeData - Whether to dispose data.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。
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* @param disposeData - 是否释放数据。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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virtual void clear(bool disposeData = true);
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/**
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* - Create a armature from cached DragonBonesData instances and TextureAtlasData instances.
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* Note that when the created armature that is no longer in use, you need to explicitly dispose {@link
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* #dragonBones.Armature#dispose()}.
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* @param armatureName - The armature data name.
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* @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData
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* instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it
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* may not be possible to accurately create a specific armature)
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* @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set,
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* use the default skin data)
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* @returns The armature.
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* @example
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* TypeScript style, for reference only.
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* <pre>
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* let armature = factory.buildArmature("armatureName", "dragonBonesName");
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* armature.clock = factory.clock;
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* </pre>
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* @see dragonBones.DragonBonesData
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* @see dragonBones.ArmatureData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。
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* 注意,创建的骨架不再使用时,需要显式释放 {@link #dragonBones.Armature#dispose()}。
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* @param armatureName - 骨架数据名称。
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* @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
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* 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)
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* @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)
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* @returns 骨架。
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* @example
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* TypeScript 风格,仅供参考。
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* <pre>
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* let armature = factory.buildArmature("armatureName", "dragonBonesName");
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* armature.clock = factory.clock;
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* </pre>
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* @see dragonBones.DragonBonesData
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* @see dragonBones.ArmatureData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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virtual Armature* buildArmature(const std::string& armatureName,
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const std::string& dragonBonesName = "",
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const std::string& skinName = "",
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const std::string& textureAtlasName = "") const;
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/**
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* @private
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*/
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virtual void replaceDisplay(Slot* slot, DisplayData* displayData, int displayIndex) const;
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/**
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* - Replaces the current display data for a particular slot with a specific display data.
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* Specify display data with "dragonBonesName/armatureName/slotName/displayName".
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* @param dragonBonesName - The DragonBonesData instance cache name.
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* @param armatureName - The armature data name.
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* @param slotName - The slot data name.
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* @param displayName - The display data name.
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* @param slot - The slot.
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* @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
|