mirror of https://github.com/axmolengine/axmol.git
172 lines
6.0 KiB
C++
172 lines
6.0 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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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 __CC_ANIMATION_H__
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#define __CC_ANIMATION_H__
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#include "platform/CCPlatformConfig.h"
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#include "cocoa/CCObject.h"
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#include "cocoa/CCArray.h"
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#include "cocoa/CCDictionary.h"
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#include "cocoa/CCGeometry.h"
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#include "CCSpriteFrame.h"
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#include <string>
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NS_CC_BEGIN
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class Texture2D;
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class SpriteFrame;
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/**
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* @addtogroup sprite_nodes
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* @{
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*/
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/** AnimationFrame
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A frame of the animation. It contains information like:
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- sprite frame name
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- # of delay units.
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- offset
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@since v2.0
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*/
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class CC_DLL AnimationFrame : public Object, public Clonable
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{
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public:
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AnimationFrame();
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virtual ~AnimationFrame();
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virtual Object* copyWithZone(Zone* pZone);
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/** initializes the animation frame with a spriteframe, number of delay units and a notification user info */
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bool initWithSpriteFrame(SpriteFrame* spriteFrame, float delayUnits, Dictionary* userInfo);
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/** returns a copy of the AnimationFrame */
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virtual AnimationFrame *clone() const;
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/** SpriteFrameName to be used */
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CC_SYNTHESIZE_RETAIN(SpriteFrame*, _spriteFrame, SpriteFrame)
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/** how many units of time the frame takes */
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CC_SYNTHESIZE(float, _delayUnits, DelayUnits)
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/** A AnimationFrameDisplayedNotification notification will be broadcast when the frame is displayed with this dictionary as UserInfo. If UserInfo is nil, then no notification will be broadcast. */
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CC_SYNTHESIZE_RETAIN(Dictionary*, _userInfo, UserInfo)
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};
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/** A Animation object is used to perform animations on the Sprite objects.
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The Animation object contains AnimationFrame objects, and a possible delay between the frames.
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You can animate a Animation object by using the Animate action. Example:
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[sprite runAction:[Animate actionWithAnimation:animation]];
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*/
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class CC_DLL Animation : public Object, public Clonable
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{
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public:
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Animation();
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~Animation(void);
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public:
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/** Creates an animation
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@since v0.99.5
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*/
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static Animation* create(void);
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/* Creates an animation with an array of SpriteFrame and a delay between frames in seconds.
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The frames will be added with one "delay unit".
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@since v0.99.5
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*/
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static Animation* createWithSpriteFrames(Array* arrayOfSpriteFrameNames, float delay = 0.0f);
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/* Creates an animation with an array of AnimationFrame, the delay per units in seconds and and how many times it should be executed.
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@since v2.0
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*/
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static Animation* create(Array *arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops);
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static Animation* create(Array *arrayOfAnimationFrameNames, float delayPerUnit) {
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return Animation::create(arrayOfAnimationFrameNames, delayPerUnit, 1);
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}
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/** Adds a SpriteFrame to a Animation.
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The frame will be added with one "delay unit".
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*/
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void addSpriteFrame(SpriteFrame *pFrame);
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/** Adds a frame with an image filename. Internally it will create a SpriteFrame and it will add it.
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The frame will be added with one "delay unit".
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Added to facilitate the migration from v0.8 to v0.9.
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*/
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void addSpriteFrameWithFileName(const char *pszFileName);
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/** Adds a frame with a texture and a rect. Internally it will create a SpriteFrame and it will add it.
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The frame will be added with one "delay unit".
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Added to facilitate the migration from v0.8 to v0.9.
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*/
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void addSpriteFrameWithTexture(Texture2D* pobTexture, const Rect& rect);
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bool init();
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/** Initializes a Animation with frames and a delay between frames
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@since v0.99.5
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*/
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bool initWithSpriteFrames(Array *pFrames, float delay = 0.0f);
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/** Initializes a Animation with AnimationFrame
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@since v2.0
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*/
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bool initWithAnimationFrames(Array* arrayOfAnimationFrames, float delayPerUnit, unsigned int loops);
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/** returns a clone fo the animation */
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virtual Animation *clone() const;
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virtual Object* copyWithZone(Zone* pZone);
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/** total Delay units of the Animation. */
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CC_SYNTHESIZE_READONLY(float, _totalDelayUnits, TotalDelayUnits)
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/** Delay in seconds of the "delay unit" */
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CC_SYNTHESIZE(float, _delayPerUnit, DelayPerUnit)
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/** duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit */
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CC_PROPERTY_READONLY(float, _duration, Duration)
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/** array of AnimationFrames */
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CC_SYNTHESIZE_RETAIN(Array*, _frames, Frames)
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/** whether or not it shall restore the original frame when the animation finishes */
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CC_SYNTHESIZE(bool, _restoreOriginalFrame, RestoreOriginalFrame)
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/** how many times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ... */
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CC_SYNTHESIZE(unsigned int, _loops, Loops)
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};
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// end of sprite_nodes group
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/// @}
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NS_CC_END
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#endif // __CC_ANIMATION_H__
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