mirror of https://github.com/axmolengine/axmol.git
166 lines
5.3 KiB
C++
166 lines
5.3 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 __CCANIMATION_H__
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#define __CCANIMATION_H__
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#include "CCProcessBase.h"
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#include "../external_tool/sigslot.h"
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namespace cocos2d { namespace extension { namespace armature {
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enum MovementEventType
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{
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START,
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COMPLETE,
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LOOP_COMPLETE
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};
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class Armature;
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class Bone;
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class ArmatureAnimation : public ProcessBase
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{
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public:
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/**
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* Create with a Armature
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* @param armature The Armature ArmatureAnimation will bind to
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*/
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static ArmatureAnimation *create(Armature *armature);
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public:
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ArmatureAnimation();
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virtual ~ArmatureAnimation(void);
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/**
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* Init with a Armature
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* @param armature The Armature ArmatureAnimation will bind to
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*/
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virtual bool init(Armature *armature);
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/**
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* Scale animation play speed.
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* @param animationScale Scale value
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*/
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virtual void setAnimationScale(float animationScale);
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/**
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* Play animation by animation name.
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*
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* @param animationName The animation name you want to play
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* @param durationTo The frames between two animation changing-over.
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* It's meaning is changing to this animation need how many frames
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*
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* -1 : use the value from MovementData get from flash design panel
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* @param durationTween The frame count you want to play in the game.
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* if _durationTween is 80, then the animation will played 80 frames in a loop
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*
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* -1 : use the value from MovementData get from flash design panel
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*
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* @param loop Whether the animation is loop
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*
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* loop < 0 : use the value from MovementData get from flash design panel
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* loop = 0 : this animation is not loop
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* loop > 0 : this animation is loop
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*
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* @param tweenEasing Tween easing is used for calculate easing effect
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*
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* TWEEN_EASING_MAX : use the value from MovementData get from flash design panel
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* -1 : fade out
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* 0 : line
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* 1 : fade in
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* 2 : fade in and out
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*
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*/
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void play(const char *animationName, int durationTo = -1, int durationTween = -1, int loop = -1, int tweenEasing = TWEEN_EASING_MAX);
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/**
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* Play animation by index, the other param is the same to play.
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* @param _animationIndex the animation index you want to play
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*/
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void playByIndex(int animationIndex, int durationTo = -1, int durationTween = -1, int loop = -1, int tweenEasing = TWEEN_EASING_MAX);
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/**
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* Pause the Process
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*/
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virtual void pause();
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/**
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* Resume the Process
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*/
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virtual void resume();
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/**
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* Stop the Process
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*/
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virtual void stop();
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/**
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* Get movement count
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*/
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int getMovementCount();
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void update(float dt);
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protected:
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/**
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* Update(float dt) will call this handler, you can handle your logic here
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*/
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void updateHandler();
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/**
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* Update current key frame, and process auto stop, pause
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*/
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void updateFrameData(float currentPercent);
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protected:
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//! AnimationData save all MovementDatas this animation used.
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CC_SYNTHESIZE_RETAIN(AnimationData *, _animationData, AnimationData);
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MovementData *_movementData; //! MovementData save all MovementFrameDatas this animation used.
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Armature *_armature; //! A weak reference of armature
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std::string _movementID; //! Current movment's name
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int _prevFrameIndex; //! Prev key frame index
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int _toIndex; //! The frame index in MovementData->_movFrameDataArr, it's different from _frameIndex.
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Array *_tweenList;
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public:
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/**
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* MovementEvent signal. This will emit a signal when trigger a event.
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* The 1st param is the Armature. The 2nd param is Event Type, like START, COMPLETE. The 3rd param is Movement ID, also called Movement Name.
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*/
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sigslot::signal3<Armature *, MovementEventType, const char *> MovementEventSignal;
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sigslot::signal2<Bone *, const char *> FrameEventSignal;
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};
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}}} // namespace cocos2d { namespace extension { namespace armature {
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#endif /*__CCANIMATION_H__*/
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