mirror of https://github.com/axmolengine/axmol.git
193 lines
7.2 KiB
C++
193 lines
7.2 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 __CCARMATURE_H__
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#define __CCARMATURE_H__
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#include "utils/CCArmatureDefine.h"
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#include "CCBone.h"
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#include "display/CCBatchNode.h"
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#include "display/CCShaderNode.h"
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#include "animation/CCArmatureAnimation.h"
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#include "physics/CCPhysicsWorld.h"
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#include "utils/CCSpriteFrameCacheHelper.h"
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#include "utils/CCArmatureDataManager.h"
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namespace cocos2d { namespace extension { namespace armature {
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CC_DEPRECATED_ATTRIBUTE typedef ProcessBase CCProcessBase;
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CC_DEPRECATED_ATTRIBUTE typedef BaseData CCBaseData;
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CC_DEPRECATED_ATTRIBUTE typedef DisplayData CCDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef SpriteDisplayData CCSpriteDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef ArmatureDisplayData CCArmatureDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef ParticleDisplayData CCParticleDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef ShaderDisplayData CCShaderDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef BoneData CCBoneData;
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CC_DEPRECATED_ATTRIBUTE typedef FrameData CCFrameData;
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CC_DEPRECATED_ATTRIBUTE typedef MovementBoneData CCMovementBoneData;
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CC_DEPRECATED_ATTRIBUTE typedef MovementData CCMovementData;
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CC_DEPRECATED_ATTRIBUTE typedef AnimationData CCAnimationData;
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CC_DEPRECATED_ATTRIBUTE typedef ContourData CCContourData;
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CC_DEPRECATED_ATTRIBUTE typedef TextureData CCTextureData;
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CC_DEPRECATED_ATTRIBUTE typedef ShaderNode CCShaderNode;
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CC_DEPRECATED_ATTRIBUTE typedef DecorativeDisplay CCDecorativeDisplay;
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CC_DEPRECATED_ATTRIBUTE typedef DisplayData CCDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef DisplayFactory CCDisplayFactory;
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CC_DEPRECATED_ATTRIBUTE typedef BatchNode CCBatchNode;
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CC_DEPRECATED_ATTRIBUTE typedef DecorativeDisplay CCDecorativeDisplay;
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CC_DEPRECATED_ATTRIBUTE typedef DisplayManager CCDisplayManager;
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CC_DEPRECATED_ATTRIBUTE typedef ColliderBody CCColliderBody;
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CC_DEPRECATED_ATTRIBUTE typedef ColliderDetector CCColliderDetector;
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CC_DEPRECATED_ATTRIBUTE typedef PhysicsWorld CCPhysicsWorld;
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CC_DEPRECATED_ATTRIBUTE typedef SpriteFrameCacheHelper CCSpriteFrameCacheHelper;
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CC_DEPRECATED_ATTRIBUTE typedef TweenFunction CCTweenFunction;
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CC_DEPRECATED_ATTRIBUTE typedef ArmatureData CCArmatureData;
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CC_DEPRECATED_ATTRIBUTE typedef Bone CCBone;
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CC_DEPRECATED_ATTRIBUTE typedef ArmatureAnimation CCArmatureAnimation;
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CC_DEPRECATED_ATTRIBUTE typedef Armature CCArmature;
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CC_DEPRECATED_ATTRIBUTE typedef ArmatureDataManager CCArmatureDataManager;
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class Armature : public NodeRGBA, public BlendProtocol
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{
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public:
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/**
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* Allocates and initializes a armature.
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* @return A initialized armature which is marked as "autorelease".
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*/
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static Armature *create();
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/**
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* Allocates a armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature.
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*
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* @param name Armature will use the name to find to the ArmatureData to initializes it.
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* @return A initialized armature which is marked as "autorelease".
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*/
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static Armature *create(const char *name);
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static Armature *create(const char *name, Bone *parentBone);
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public:
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Armature();
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virtual ~Armature(void);
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/**
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* Init the empty armature
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*/
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virtual bool init();
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/**
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* Init a armature with specified name
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* @param name Armature name
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*/
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virtual bool init(const char *name);
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virtual bool init(const char *name, Bone *parentBone);
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/**
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* Add a Bone to this Armature,
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*
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* @param bone The Bone you want to add to Armature
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* @param parentName The parent Bone's name you want to add to . If it's NULL, then set Armature to it's parent
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*/
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virtual void addBone(Bone *bone, const char* parentName);
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/**
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* Get a bone with the specified name
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*
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* @param name The bone's name you want to get
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*/
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virtual Bone *getBone(const char *name) const;
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/**
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* Change a bone's parent with the specified parent name.
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*
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* @param bone The bone you want to change parent
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* @param parentName The new parent's name.
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*/
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virtual void changeBoneParent(Bone *bone, const char *parentName);
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/**
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* Remove a bone with the specified name. If recursion it will also remove child Bone recursionly.
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*
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* @param bone The bone you want to remove
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* @param recursion Determine whether remove the bone's child recursion.
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*/
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virtual void removeBone(Bone *bone, bool recursion);
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/**
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* Get Armature's bone dictionary
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* @return Armature's bone dictionary
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*/
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Dictionary *getBoneDic();
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Bone *getBoneAtPoint(float x, float y);
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/**
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* Set contentsize and Calculate anchor point.
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*/
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virtual void updateOffsetPoint();
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// overrides
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virtual void visit() override;
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virtual void update(float dt) override;
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virtual void draw() override;
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virtual AffineTransform getNodeToParentTransform() const override;
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/** This boundingBox will calculate all bones' boundingBox every time */
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virtual Rect getBoundingBox() const override;
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inline void setBlendFunc(const BlendFunc& blendFunc) override { _blendFunc = blendFunc; }
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inline const BlendFunc& getBlendFunc(void) const override { return _blendFunc; }
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protected:
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/*
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* Used to create Bone internal
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*/
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Bone *createBone(const char *boneName );
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CC_SYNTHESIZE_RETAIN(ArmatureAnimation *, _animation, Animation);
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CC_SYNTHESIZE(ArmatureData *, _armatureData, ArmatureData);
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CC_SYNTHESIZE(BatchNode*, _batchNode, BatchNode);
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CC_SYNTHESIZE_PASS_BY_REF(std::string, _name, Name);
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CC_SYNTHESIZE(TextureAtlas*, _atlas, TextureAtlas);
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CC_SYNTHESIZE(Bone*, _parentBone, ParentBone);
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protected:
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Dictionary *_boneDic; //! The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from _chindren.
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Array *_topBoneList;
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static std::map<int, Armature*> _armatureIndexDic; //! Use to save armature zorder info,
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BlendFunc _blendFunc; //! It's required for TextureProtocol inheritance
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Point _offsetPoint;
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};
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}}} // namespace cocos2d { namespace extension { namespace armature {
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#endif /*__CCARMATURE_H__*/
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