axmol/extensions/CCArmature/animation/CCTween.h

145 lines
5.2 KiB
C++

/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
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 __CCTWEEN_H__
#define __CCTWEEN_H__
#include "CCProcessBase.h"
#include "../utils/CCTweenFunction.h"
NS_CC_EXT_BEGIN
class CCBone;
class CCAnimation;
class CCTween : public CCProcessBase
{
public:
/**
* Create with a CCBone
* @param bone the CCBone CCTween will bind to
*/
static CCTween *create(CCBone *bone);
public:
CCTween(void);
virtual ~CCTween(void);
/**
* Init with a CCBone
* @param bone the CCBone CCTween will bind to
*/
virtual bool init(CCBone *bone);
/**
* Start the Process
*
* @param movementBoneData the CCMovementBoneData include all frame datas
* @param durationTo the frames between two animation changing-over.
* It's meaning is changing to this animation need how many frames
*
* -1 : use the value from CCMovementData get from flash design panel
* @param durationTween the frame count you want to play in the game.
* if _durationTween is 80, then the animation will played 80 frames in a loop
*
* -1 : use the value from CCMovementData get from flash design panel
*
* @param loop whether the animation is loop
*
* loop < 0 : use the value from CCMovementData get from flash design panel
* loop = 0 : this animation is not loop
* loop > 0 : this animation is loop
*
* @param tweenEasing tween easing is used for calculate easing effect
*
* TWEEN_EASING_MAX : use the value from CCMovementData get from flash design panel
* -1 : fade out
* 0 : line
* 1 : fade in
* 2 : fade in and out
*
*/
virtual void play(CCMovementBoneData *movementBoneData, int durationTo, int durationTween, int loop, int tweenEasing);
protected:
/**
* Update(float dt) will call this handler, you can handle your logic here
*/
virtual void updateHandler();
/**
* Calculate which frame arrived, and if current frame have event, then call the event listener
*/
virtual float updateFrameData(float currentPrecent, bool activeFrame = false);
/**
* Calculate the between value of _from and _to, and give it to between frame data
*/
virtual void setBetween(CCFrameData *from, CCFrameData *to);
/**
* According to the percent to calculate current CCFrameData with tween effect
*/
virtual CCFrameData *tweenNodeTo(float percent, CCFrameData *node = NULL);
/**
* Update display index and process the key frame event when arrived a key frame
*/
virtual void arriveKeyFrame(CCFrameData *keyFrameData);
protected:
//! A weak reference to the current CCMovementBoneData. The data is in the data pool
CC_SYNTHESIZE(CCMovementBoneData *, m_pMovementBoneData, MovementBoneData)
CCFrameData *m_pTweenData; //! The computational tween frame data, //! A weak reference to the CCBone's tweenData
CCFrameData *m_pFrom; //! From frame data, used for calculate between value
CCFrameData *m_pTo; //! To frame data, used for calculate between value
CCFrameData *m_pBetween; //! Between frame data, used for calculate current CCFrameData(m_pNode) value
CCFrameData *m_pCurrentKeyFrame; //! A weak reference to the current CCFrameData. The data is in the data pool
CCBone *m_pBone; //! A weak reference to the CCBone
CCTweenType m_eFrameTweenEasing; //! Dedermine which tween effect current frame use
bool m_bIsTweenKeyFrame;
int betweenDuration; //! Current key frame will last betweenDuration frames
int m_iTotalDuration;
int m_iFromIndex; //! The current frame index in FrameList of CCMovementBoneData, it's different from m_iFrameIndex
int m_iToIndex; //! The next frame index in FrameList of CCMovementBoneData, it's different from m_iFrameIndex
CCFrameData *m_pEditKeyFrame;
CCAnimation *m_pAnimation;
};
NS_CC_EXT_END
#endif /*__CCTWEEN_H__*/