axmol/cocos/editor-support/spine/CCSkeletonAnimation.cpp

142 lines
5.6 KiB
C++

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
#include <spine/CCSkeletonAnimation.h>
#include <spine/extension.h>
#include <spine/spine-cocos2dx.h>
USING_NS_CC;
using std::min;
using std::max;
using std::vector;
namespace cocos2d { namespace extension {
CCSkeletonAnimation* CCSkeletonAnimation::createWithData (SkeletonData* skeletonData) {
CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonData);
node->autorelease();
return node;
}
CCSkeletonAnimation* CCSkeletonAnimation::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) {
CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonDataFile, atlas, scale);
node->autorelease();
return node;
}
CCSkeletonAnimation* CCSkeletonAnimation::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonDataFile, atlasFile, scale);
node->autorelease();
return node;
}
CCSkeletonAnimation::CCSkeletonAnimation (SkeletonData *skeletonData)
: CCSkeleton(skeletonData) {
addAnimationState();
}
CCSkeletonAnimation::CCSkeletonAnimation (const char* skeletonDataFile, Atlas* atlas, float scale)
: CCSkeleton(skeletonDataFile, atlas, scale) {
addAnimationState();
}
CCSkeletonAnimation::CCSkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale)
: CCSkeleton(skeletonDataFile, atlasFile, scale) {
addAnimationState();
}
CCSkeletonAnimation::~CCSkeletonAnimation () {
for (std::vector<AnimationStateData*>::iterator iter = stateDatas.begin(); iter != stateDatas.end(); ++iter)
AnimationStateData_dispose(*iter);
for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter)
AnimationState_dispose(*iter);
}
void CCSkeletonAnimation::update (float deltaTime) {
super::update(deltaTime);
deltaTime *= timeScale;
for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter) {
AnimationState_update(*iter, deltaTime);
AnimationState_apply(*iter, skeleton);
}
Skeleton_updateWorldTransform(skeleton);
}
void CCSkeletonAnimation::addAnimationState (AnimationStateData* stateData) {
if (!stateData) {
stateData = AnimationStateData_create(skeleton->data);
stateDatas.push_back(stateData);
}
AnimationState* state = AnimationState_create(stateData);
states.push_back(state);
}
void CCSkeletonAnimation::setAnimationStateData (AnimationStateData* stateData, int stateIndex) {
CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
CCASSERT(stateData, "stateData cannot be null.");
AnimationState* state = states[stateIndex];
for (std::vector<AnimationStateData*>::iterator iter = stateDatas.begin(); iter != stateDatas.end(); ++iter) {
if (state->data == *iter) {
AnimationStateData_dispose(state->data);
stateDatas.erase(iter);
break;
}
}
for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter) {
if (state == *iter) {
states.erase(iter);
break;
}
}
AnimationState_dispose(state);
state = AnimationState_create(stateData);
states[stateIndex] = state;
}
void CCSkeletonAnimation::setMix (const char* fromAnimation, const char* toAnimation, float duration, int stateIndex) {
CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
AnimationStateData_setMixByName(states[stateIndex]->data, fromAnimation, toAnimation, duration);
}
void CCSkeletonAnimation::setAnimation (const char* name, bool loop, int stateIndex) {
CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
AnimationState_setAnimationByName(states[stateIndex], name, loop);
}
void CCSkeletonAnimation::addAnimation (const char* name, bool loop, float delay, int stateIndex) {
CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
AnimationState_addAnimationByName(states[stateIndex], name, loop, delay);
}
void CCSkeletonAnimation::clearAnimation (int stateIndex) {
CCASSERT(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
AnimationState_clearAnimation(states[stateIndex]);
}
}} // namespace cocos2d { namespace extension {