mirror of https://github.com/axmolengine/axmol.git
201 lines
5.8 KiB
C++
201 lines
5.8 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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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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#include "2d/Animation.h"
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#include "renderer/TextureCache.h"
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#include "renderer/Texture2D.h"
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#include "base/Director.h"
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namespace ax
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{
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AnimationFrame* AnimationFrame::create(SpriteFrame* spriteFrame, float delayUnits, const ValueMap& userInfo)
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{
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auto ret = new AnimationFrame();
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if (ret->initWithSpriteFrame(spriteFrame, delayUnits, userInfo))
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{
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ret->autorelease();
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}
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else
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{
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AX_SAFE_DELETE(ret);
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}
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return ret;
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}
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AnimationFrame::AnimationFrame() : _spriteFrame(nullptr), _delayUnits(0.0f) {}
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bool AnimationFrame::initWithSpriteFrame(SpriteFrame* spriteFrame, float delayUnits, const ValueMap& userInfo)
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{
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setSpriteFrame(spriteFrame);
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setDelayUnits(delayUnits);
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setUserInfo(userInfo);
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return true;
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}
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AnimationFrame::~AnimationFrame()
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{
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AXLOGV("deallocing AnimationFrame: {}", fmt::ptr(this));
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AX_SAFE_RELEASE(_spriteFrame);
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}
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AnimationFrame* AnimationFrame::clone() const
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{
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// no copy constructor
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auto frame = new AnimationFrame();
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frame->initWithSpriteFrame(_spriteFrame->clone(), _delayUnits, _userInfo);
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frame->autorelease();
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return frame;
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}
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// implementation of Animation
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Animation* Animation::create()
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{
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Animation* animation = new Animation();
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animation->init();
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animation->autorelease();
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return animation;
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}
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Animation* Animation::createWithSpriteFrames(const Vector<SpriteFrame*>& frames,
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float delay /* = 0.0f*/,
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unsigned int loops /* = 1*/)
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{
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Animation* animation = new Animation();
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animation->initWithSpriteFrames(frames, delay, loops);
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animation->autorelease();
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return animation;
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}
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Animation* Animation::create(const Vector<AnimationFrame*>& arrayOfAnimationFrameNames,
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float delayPerUnit,
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unsigned int loops /* = 1 */)
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{
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Animation* animation = new Animation();
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animation->initWithAnimationFrames(arrayOfAnimationFrameNames, delayPerUnit, loops);
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animation->autorelease();
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return animation;
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}
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bool Animation::init()
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{
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_loops = 1;
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_delayPerUnit = 0.0f;
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return true;
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}
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bool Animation::initWithSpriteFrames(const Vector<SpriteFrame*>& frames,
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float delay /* = 0.0f*/,
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unsigned int loops /* = 1*/)
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{
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_delayPerUnit = delay;
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_loops = loops;
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for (auto&& spriteFrame : frames)
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{
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auto animFrame = AnimationFrame::create(spriteFrame, 1, ValueMap());
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_frames.pushBack(animFrame);
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_totalDelayUnits++;
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}
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return true;
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}
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bool Animation::initWithAnimationFrames(const Vector<AnimationFrame*>& arrayOfAnimationFrames,
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float delayPerUnit,
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unsigned int loops)
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{
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_delayPerUnit = delayPerUnit;
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_loops = loops;
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setFrames(arrayOfAnimationFrames);
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for (auto&& animFrame : _frames)
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{
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_totalDelayUnits += animFrame->getDelayUnits();
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}
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return true;
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}
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Animation::Animation()
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: _totalDelayUnits(0.0f), _delayPerUnit(0.0f), _duration(0.0f), _restoreOriginalFrame(false), _loops(0)
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{}
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Animation::~Animation()
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{
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AXLOGV("deallocing Animation: {}", fmt::ptr(this));
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}
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void Animation::addSpriteFrame(SpriteFrame* spriteFrame)
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{
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AnimationFrame* animFrame = AnimationFrame::create(spriteFrame, 1.0f, ValueMap());
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_frames.pushBack(animFrame);
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// update duration
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_totalDelayUnits++;
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}
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void Animation::addSpriteFrameWithFile(std::string_view filename)
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{
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Texture2D* texture = Director::getInstance()->getTextureCache()->addImage(filename);
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Rect rect = Rect::ZERO;
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rect.size = texture->getContentSize();
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SpriteFrame* frame = SpriteFrame::createWithTexture(texture, rect);
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addSpriteFrame(frame);
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}
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void Animation::addSpriteFrameWithTexture(Texture2D* pobTexture, const Rect& rect)
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{
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SpriteFrame* frame = SpriteFrame::createWithTexture(pobTexture, rect);
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addSpriteFrame(frame);
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}
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float Animation::getDuration() const
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{
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return _totalDelayUnits * _delayPerUnit;
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}
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Animation* Animation::clone() const
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{
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// no copy constructor
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auto a = new Animation();
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a->initWithAnimationFrames(_frames, _delayPerUnit, _loops);
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a->setRestoreOriginalFrame(_restoreOriginalFrame);
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a->autorelease();
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return a;
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}
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}
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