mirror of https://github.com/axmolengine/axmol.git
468 lines
12 KiB
C++
468 lines
12 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 __CCARMATURE_DATAS_H__
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#define __CCARMATURE_DATAS_H__
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#include "../utils/CCArmatureDefine.h"
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#include "../utils/CCTweenFunction.h"
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#define CS_CREATE_NO_PARAM_NO_INIT(varType)\
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public: \
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static inline varType *create(void){ \
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varType *var = new varType();\
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if (var)\
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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 NULL;\
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}
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#define CS_CREATE_NO_PARAM(varType)\
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public: \
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static inline varType *create(void){ \
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varType *var = new varType();\
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if (var && 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 NULL;\
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}
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NS_CC_EXT_BEGIN
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/**
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* the base node include a lot of attribute.
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*/
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class CCBaseData : public CCObject
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(CCBaseData)
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public:
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CCBaseData();
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~CCBaseData(void);
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/*
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* Copy datas from node
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* @param node A CCBaseData to copy datas
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*/
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virtual void copy(const CCBaseData *_node);
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/*
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* Calculate two CCBaseData's between value(_to - _from) and set to self
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*
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* @param from from CCBaseData
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* @param to to CCBaseData
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*/
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virtual void subtract(CCBaseData *_from, CCBaseData *_to);
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virtual void setColor(ccColor4B &color);
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virtual ccColor4B 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 CCBone'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 pape : 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 you 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 CCSprite
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CS_DISPLAY_ARMATURE, //! display is a CCArmature
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CS_DISPLAY_PARTICLE, //! display is a CCParticle.
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CS_DISPLAY_SHADER, //! display is a shader
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CS_DISPLAY_MAX
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};
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class CCDisplayData : public CCObject
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(CCDisplayData)
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static const char *changeDisplayToTexture(const char *);
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public:
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CCDisplayData();
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virtual ~CCDisplayData(void);
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DisplayType displayType; //! mark which type your display is
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};
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class CCSpriteDisplayData : public CCDisplayData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(CCSpriteDisplayData)
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public:
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CCSpriteDisplayData();
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virtual ~CCSpriteDisplayData();
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inline void setParam(const char *displayName)
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{
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this->displayName = displayName;
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}
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void copy(CCSpriteDisplayData *displayData);
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public:
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/**
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* If DisplayType is CS_DISPLAY_SPRITE, then CCBone will use this image name to create a CCSprite from CCSpriteFrameCache.
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* It should note that when use this name to create CCSprite from CCSpriteFrameCache, you should use m_strDisplayName + ".png", because when use Texture Packer to pack single image file, the name have ".png".
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*
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* If DisplayType is CS_DISPLAY_ARMATURE, the name is the CCArmature's name. When CCBone init display and type is CS_DISPLAY_ARMATURE,
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* then CCBone will create a CCArmature.
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*/
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std::string displayName;
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CCBaseData skinData;
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};
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class CCArmatureDisplayData : public CCDisplayData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(CCArmatureDisplayData)
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public:
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CCArmatureDisplayData();
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virtual ~CCArmatureDisplayData();
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inline void setParam(const char *displayName)
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{
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this->displayName = displayName;
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}
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void copy(CCArmatureDisplayData *displayData);
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public:
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/**
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* If DisplayType is CS_DISPLAY_SPRITE, then CCBone will use this image name to create a CCSprite from CCSpriteFrameCache.
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* It should note that when use this name to create CCSprite from CCSpriteFrameCache, you should use m_strDisplayName + ".png", because when use Texture Packer to pack single image file, the name have ".png".
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*
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* If DisplayType is CS_DISPLAY_ARMATURE, the name is the CCArmature's name. When CCBone init display and type is CS_DISPLAY_ARMATURE,
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* then CCBone will create a CCArmature.
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*/
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std::string displayName;
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};
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class CCParticleDisplayData : public CCDisplayData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(CCParticleDisplayData)
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public:
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CCParticleDisplayData();
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virtual ~CCParticleDisplayData() {};
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void setParam(const char *plist)
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{
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this->plist = plist;
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}
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void copy(CCParticleDisplayData *displayData);
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public:
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std::string plist;
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};
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class CCShaderDisplayData : public CCDisplayData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(CCShaderDisplayData)
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public:
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CCShaderDisplayData();
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virtual ~CCShaderDisplayData() {};
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inline void setParam(const char *vert, const char *frag)
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{
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this->vert = vert;
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this->frag = frag;
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}
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void copy(CCShaderDisplayData *displayData);
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public:
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std::string vert;
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std::string frag;
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};
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/**
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* CCBoneData used to init a CCBone.
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* CCBoneData keeps a CCDisplayData list, a CCBone can have many display to change.
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* The display information saved in the CCDisplayData
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*/
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class CCBoneData : public CCBaseData
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{
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public:
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CS_CREATE_NO_PARAM(CCBoneData)
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public:
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CCBoneData(void);
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~CCBoneData(void);
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virtual bool init();
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void addDisplayData(CCDisplayData *displayData);
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CCDisplayData *getDisplayData(int index);
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void updateBoneDataTransform();
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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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CCArray displayDataList; //! save CCDisplayData informations for the CCBone
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CCAffineTransform boneDataTransform;
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};
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/**
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* CCArmatureData saved the CCArmature name and Bonedatas needed for the Bones in this CCArmature
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* When we create a CCArmature, we need to get each CCBone's CCBoneData as it's init information.
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* So we can get a CCBoneData from the CCDictionary saved in the CCArmatureData.
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*/
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class CCArmatureData : public CCObject
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{
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public:
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CS_CREATE_NO_PARAM(CCArmatureData)
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public:
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CCArmatureData();
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~CCArmatureData();
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bool init();
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void addBoneData(CCBoneData *boneData);
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CCBoneData *getBoneData(const char *boneName);
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public:
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std::string name;
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CCDictionary boneDataDic;
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float dataVersion;
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};
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class CCFrameData : public CCBaseData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(CCFrameData)
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public:
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CCFrameData();
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~CCFrameData();
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virtual void copy(CCFrameData *frameData);
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public:
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int frameID;
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int duration; //! The frame will last m_iDuration frames
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CCTweenType tweenEasing; //! Every frame's tween easing effect
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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 show.
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*/
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int displayIndex;
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/**
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* m_strMovement, m_strEvent, m_strSound, m_strSoundEffect do not support yet
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*/
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std::string strMovement;
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std::string strEvent;
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std::string strSound;
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std::string strSoundEffect;
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};
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class CCMovementBoneData : public CCObject
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{
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public:
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CS_CREATE_NO_PARAM(CCMovementBoneData)
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public:
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CCMovementBoneData();
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~CCMovementBoneData(void);
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virtual bool init();
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void addFrameData(CCFrameData *frameData);
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CCFrameData *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 CCBone in this movement will last m_iDuration frames
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std::string name; //! bone name
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CCArray frameList;
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};
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class CCMovementData : public CCObject
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(CCMovementData)
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public:
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CCMovementData(void);
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~CCMovementData(void);
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void addMovementBoneData(CCMovementBoneData *movBoneData);
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CCMovementBoneData *getMovementBoneData(const char *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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/**
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* Change to this movement will last m_iDurationTo 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 m_iDurationTo 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 m_iDuration, m_iDurationTween contain tween effect.
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*
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* Example : If we edit 10 frames in the flash, then m_iDuration is 10. When we set m_iDurationTween to 50, the movement 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 is 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 CCMovementData get from flash design panel
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*/
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CCTweenType tweenEasing;
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/**
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* @brief save movment bone datas
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* @key std::string
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* @value CCMovementBoneData *
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*/
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CCDictionary movBoneDataDic;
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};
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/**
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* CCAnimationData include all movement infomation for the CCArmature
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* The struct is CCAnimationData -> CCMovementData -> CCMovementBoneData -> CCFrameData
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* -> MovementFrameData
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*/
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class CCAnimationData : public CCObject
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(CCAnimationData)
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public:
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CCAnimationData(void);
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~CCAnimationData(void);
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void release();
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void retain();
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void addMovement(CCMovementData *movData);
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CCMovementData *getMovement(const char *movementName);
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int getMovementCount();
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public:
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std::string name;
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CCDictionary movementDataDic;
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std::vector<std::string> movementNames;
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};
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struct CCContourVertex2 : public CCObject
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{
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CCContourVertex2(float x, float y)
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{
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this->x = x;
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this->y = y;
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}
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float x;
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float y;
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};
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/*
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* CCContourData include a contour vertex information
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*/
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class CCContourData : public CCObject
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{
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public:
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CS_CREATE_NO_PARAM(CCContourData)
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public:
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CCContourData();
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~CCContourData(void);
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virtual bool init();
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virtual void addVertex(CCPoint *vertex);
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public:
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CCArray vertexList; //! Save contour vertex info, vertex saved in a CCPoint
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};
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/*
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* CCTextureData include a texture's information
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*/
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class CCTextureData : public CCObject
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{
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public:
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CS_CREATE_NO_PARAM(CCTextureData)
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public:
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CCTextureData();
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~CCTextureData(void);
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virtual bool init();
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void addContourData(CCContourData *contourData);
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CCContourData *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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CCArray contourDataList;
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};
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NS_CC_EXT_END
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#endif /*__CCARMATURE_DATAS_H__*/
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