mirror of https://github.com/axmolengine/axmol.git
551 lines
13 KiB
C++
551 lines
13 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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https://adxeproject.github.io/
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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_DATAS_H__
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#define __CCARMATURE_DATAS_H__
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#include "base/CCRef.h"
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#include "base/ccTypes.h"
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#include "base/CCVector.h"
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#include "base/CCMap.h"
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#include "math/CCAffineTransform.h"
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#include "CCArmatureDefine.h"
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#include "2d/CCTweenFunction.h"
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#include "CocosStudioExport.h"
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#define CC_CREATE_NO_PARAM_NO_INIT(varType) \
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public: \
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static inline varType* create(void) \
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{ \
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varType* var = new varType(); \
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var->autorelease(); \
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return var; \
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}
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#define CC_CREATE_NO_PARAM(varType) \
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public: \
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static inline varType* create(void) \
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{ \
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varType* var = new varType(); \
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if (var->init()) \
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{ \
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var->autorelease(); \
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return var; \
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} \
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CC_SAFE_DELETE(var); \
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return nullptr; \
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}
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namespace cocostudio
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{
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/**
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* The base node include a lot of attributes.
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* @js NA
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* @lua NA
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*/
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class CCS_DLL BaseData : public cocos2d::Ref
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{
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public:
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CC_CREATE_NO_PARAM_NO_INIT(BaseData)
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public:
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/**
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* @js ctor
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*/
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BaseData();
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/**
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* @js NA
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* @lua NA
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*/
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~BaseData(void);
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/*
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* Copy data from node
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* @param node A BaseData to copy data
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*/
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virtual void copy(const BaseData* node);
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/*
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* Calculate two BaseData's between value(to - from) and set to self
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*
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* @param from from BaseData
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* @param to to BaseData
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*/
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virtual void subtract(BaseData* from, BaseData* to, bool limit);
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virtual void setColor(const cocos2d::Color4B& color);
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virtual cocos2d::Color4B getColor();
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public:
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float x; //! position x attribute
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float y; //! position y attribute
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int zOrder; //! zorder attribute, used to order the Bone's depth order
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/**
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* x y skewX skewY scaleX scaleY used to calculate transform matrix
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* skewX, skewY can have rotation effect
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* To get more matrix information, you can have a look at this paper :
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* http://www.senocular.com/flash/tutorials/transformmatrix/
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*/
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float skewX;
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float skewY;
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float scaleX;
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float scaleY;
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float tweenRotate; //! SkewX, SkewY, and TweenRotate effect the rotation
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bool isUseColorInfo; //! Whether or not this frame have the color changed Info
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int a, r, g, b;
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};
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/**
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* DisplayType distinguish which type your display is.
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*/
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enum DisplayType
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{
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CS_DISPLAY_SPRITE, //! display is a single Sprite
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CS_DISPLAY_ARMATURE, //! display is a Armature
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CS_DISPLAY_PARTICLE, //! display is a CCParticle.
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CS_DISPLAY_MAX
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};
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL DisplayData : public cocos2d::Ref
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{
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public:
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CC_CREATE_NO_PARAM_NO_INIT(DisplayData)
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static std::string changeDisplayToTexture(std::string_view displayName);
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public:
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/**
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* @js ctor
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*/
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DisplayData();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~DisplayData(void) {}
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virtual void copy(DisplayData* displayData);
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DisplayType displayType; //! mark which type your display is
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std::string displayName;
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};
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL SpriteDisplayData : public DisplayData
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{
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public:
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CC_CREATE_NO_PARAM_NO_INIT(SpriteDisplayData)
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public:
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/**
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* @js ctor
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*/
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SpriteDisplayData();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~SpriteDisplayData(){};
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void copy(DisplayData* displayData);
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public:
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BaseData skinData;
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};
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL ArmatureDisplayData : public DisplayData
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{
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public:
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CC_CREATE_NO_PARAM_NO_INIT(ArmatureDisplayData)
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public:
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/**
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* @js ctor
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*/
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ArmatureDisplayData();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ArmatureDisplayData() {}
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};
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL ParticleDisplayData : public DisplayData
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{
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public:
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CC_CREATE_NO_PARAM_NO_INIT(ParticleDisplayData)
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public:
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/**
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* @js ctor
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*/
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ParticleDisplayData();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleDisplayData(){};
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};
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/**
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* BoneData used to init a Bone.
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* BoneData keeps a DisplayData list, a Bone can have many display to change.
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* The display information saved in the DisplayData
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* @js NA
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* @lua NA
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*/
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class CCS_DLL BoneData : public BaseData
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{
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public:
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CC_CREATE_NO_PARAM(BoneData)
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public:
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/**
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* @js ctor
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*/
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BoneData(void);
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/**
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* @js NA
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* @lua NA
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*/
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~BoneData(void);
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virtual bool init();
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void addDisplayData(DisplayData* displayData);
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DisplayData* getDisplayData(int index);
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public:
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std::string name; //! the bone's name
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std::string parentName; //! the bone parent's name
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cocos2d::Vector<DisplayData*> displayDataList; //! save DisplayData informations for the Bone
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cocos2d::AffineTransform boneDataTransform;
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};
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/**
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* ArmatureData saved the Armature name and Bonedata needed for the CCBones in this Armature
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* When we create a Armature, we need to get each Bone's BoneData as it's init information.
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* So we can get a BoneData from the Dictionary saved in the ArmatureData.
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* @js NA
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* @lua NA
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*/
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class CCS_DLL ArmatureData : public cocos2d::Ref
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{
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public:
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CC_CREATE_NO_PARAM(ArmatureData)
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public:
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/**
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* @js ctor
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*/
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ArmatureData();
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/**
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* @js NA
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* @lua NA
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*/
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~ArmatureData();
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bool init();
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void addBoneData(BoneData* boneData);
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BoneData* getBoneData(std::string_view boneName);
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public:
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std::string name;
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cocos2d::StringMap<BoneData*> boneDataDic;
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float dataVersion;
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};
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enum BlendType
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{
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BLEND_NORMAL,
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BLEND_LAYER,
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BLEND_DARKEN,
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BLEND_MULTIPLY,
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BLEND_LIGHTEN,
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BLEND_SCREEN,
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BLEND_OVERLAY,
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BLEND_HARD_LIGHT,
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BLEND_ADD,
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BLEND_SUBSTRACT,
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BLEND_DIFFERENCE,
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BLEND_INVERT,
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BLEND_ALPHA,
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BLEND_ERASE
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};
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL FrameData : public BaseData
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{
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public:
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CC_CREATE_NO_PARAM_NO_INIT(FrameData)
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public:
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/**
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* @js ctor
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*/
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FrameData();
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/**
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* @js NA
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* @lua NA
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*/
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~FrameData();
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virtual void copy(const BaseData* baseData);
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public:
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int frameID;
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int duration; //! The frame will last duration frames
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cocos2d::tweenfunc::TweenType tweenEasing; //! Every frame's tween easing effect
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int easingParamNumber;
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float* easingParams;
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bool isTween; //! Whether it's a tween key frame
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/**
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* The current display index when change to this frame.
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* If value is -1, then display will not be shown.
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*/
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int displayIndex;
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cocos2d::BlendFunc blendFunc;
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std::string strEvent;
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/**
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* strMovement, strEvent, strSound, strSoundEffect do not support yet
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*/
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std::string strMovement;
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std::string strSound;
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std::string strSoundEffect;
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};
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL MovementBoneData : public cocos2d::Ref
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{
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public:
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CC_CREATE_NO_PARAM(MovementBoneData)
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public:
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/**
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* @js ctor
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*/
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MovementBoneData();
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/**
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* @js NA
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* @lua NA
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*/
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~MovementBoneData(void);
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virtual bool init();
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void addFrameData(FrameData* frameData);
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FrameData* getFrameData(int index);
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public:
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float delay; //! movement delay percent, this value can produce a delay effect
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float scale; //! scale this movement
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float duration; //! this Bone in this movement will last m_iDuration frames
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std::string name; //! bone name
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cocos2d::Vector<FrameData*> frameList;
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};
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL MovementData : public cocos2d::Ref
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{
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public:
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CC_CREATE_NO_PARAM_NO_INIT(MovementData)
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public:
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/**
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* @js ctor
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*/
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MovementData(void);
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/**
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* @js NA
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* @lua NA
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*/
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~MovementData(void);
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void addMovementBoneData(MovementBoneData* movBoneData);
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MovementBoneData* getMovementBoneData(std::string_view boneName);
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public:
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std::string name;
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int duration; //! the frames this movement will last
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float scale; //! scale this movement
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/**
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* Change to this movement will last durationTo frames. Use this effect can avoid too suddenly changing.
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*
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* Example : current movement is "stand", we want to change to "run", then we fill durationTo frames before
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* change to "run" instead of changing to "run" directly.
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*/
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int durationTo;
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/*
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* This is different from duration, durationTween contain tween effect.
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* duration is the raw time that the animation will last, it's the same with the time you edit in the Action Editor.
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* durationTween is the actual time you want this animation last.
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* Example : If we edit 10 frames in the flash, then duration is 10. When we set durationTween to 50, the movement
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* will last 50 frames, the extra 40 frames will auto filled with tween effect
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*/
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int durationTween;
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bool loop; //! whether the movement was looped
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/**
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* Which tween easing effect the movement use
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* TWEEN_EASING_MAX : use the value from MovementData get from flash design panel
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*/
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cocos2d::tweenfunc::TweenType tweenEasing;
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/**
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* @brief save movement bone data
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* @key std::string_view
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* @value MovementBoneData *
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*/
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cocos2d::StringMap<MovementBoneData*> movBoneDataDic;
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};
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/**
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* AnimationData include all movement information for the Armature
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* The struct is AnimationData -> MovementData -> MovementBoneData -> FrameData
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* -> MovementFrameData
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* @js NA
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* @lua NA
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*/
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class CCS_DLL AnimationData : public cocos2d::Ref
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{
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public:
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CC_CREATE_NO_PARAM_NO_INIT(AnimationData)
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public:
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/**
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* @js ctor
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*/
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AnimationData(void);
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/**
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* @js NA
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* @lua NA
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*/
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~AnimationData(void);
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void addMovement(MovementData* movData);
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MovementData* getMovement(std::string_view movementName);
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ssize_t getMovementCount();
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public:
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std::string name;
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cocos2d::StringMap<MovementData*> movementDataDic;
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std::vector<std::string> movementNames;
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};
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/*
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* ContourData include a contour vertex information
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* @js NA
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* @lua NA
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*/
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class CCS_DLL ContourData : public cocos2d::Ref
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{
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public:
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CC_CREATE_NO_PARAM(ContourData)
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public:
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/**
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* @js ctor
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*/
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ContourData();
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/**
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* @js NA
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* @lua NA
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*/
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~ContourData(void);
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virtual bool init();
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virtual void addVertex(cocos2d::Vec2& vertex);
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public:
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std::vector<cocos2d::Vec2> vertexList; //! Save contour vertex info, vertex saved in a Vec2
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};
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/*
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* TextureData include a texture's information
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* @js NA
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* @lua NA
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*/
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class CCS_DLL TextureData : public cocos2d::Ref
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{
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public:
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CC_CREATE_NO_PARAM(TextureData)
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public:
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/**
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* @js ctor
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*/
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TextureData();
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/**
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* @js NA
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* @lua NA
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*/
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~TextureData(void);
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virtual bool init();
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void addContourData(ContourData* contourData);
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ContourData* getContourData(int index);
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public:
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float height; //! The texture's width, height
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float width;
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float pivotX; //! The texture's anchor point
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float pivotY;
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std::string name; //! The texture's name
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cocos2d::Vector<ContourData*> contourDataList;
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};
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} // namespace cocostudio
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#endif /*__CCARMATURE_DATAS_H__*/
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