mirror of https://github.com/axmolengine/axmol.git
262 lines
8.8 KiB
C++
262 lines
8.8 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) 2013-2014 Chukong Technologies 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 "CCPlatformConfig.h"
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#include "base/CCRef.h"
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#include "CCValue.h"
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#include "base/CCGeometry.h"
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#include "2d/CCSpriteFrame.h"
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#include "CCVector.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 Ref, public Clonable
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{
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public:
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/**
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* Creates the animation frame with a spriteframe, number of delay units and a notification user info
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* @since 3.0
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*/
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static AnimationFrame* create(SpriteFrame* spriteFrame, float delayUnits, const ValueMap& userInfo);
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SpriteFrame* getSpriteFrame() const { return _spriteFrame; };
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void setSpriteFrame(SpriteFrame* frame)
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{
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CC_SAFE_RETAIN(frame);
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CC_SAFE_RELEASE(_spriteFrame);
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_spriteFrame = frame;
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}
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/** Gets the units of time the frame takes */
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float getDelayUnits() const { return _delayUnits; };
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/** Sets the units of time the frame takes */
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void setDelayUnits(float delayUnits) { _delayUnits = delayUnits; };
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/** @brief Gets user infomation
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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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*/
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const ValueMap& getUserInfo() const { return _userInfo; };
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ValueMap& getUserInfo() { return _userInfo; };
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/** Sets user infomation */
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void setUserInfo(const ValueMap& userInfo)
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{
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_userInfo = userInfo;
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}
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// Overrides
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virtual AnimationFrame *clone() const override;
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CC_CONSTRUCTOR_ACCESS:
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/**
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* @js ctor
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*/
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AnimationFrame();
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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 ~AnimationFrame();
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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, const ValueMap& userInfo);
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protected:
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/** SpriteFrameName to be used */
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SpriteFrame* _spriteFrame;
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/** how many units of time the frame takes */
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float _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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ValueMap _userInfo;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(AnimationFrame);
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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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@code
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sprite->runAction(Animate::create(animation));
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@endcode
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*/
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class CC_DLL Animation : public Ref, public Clonable
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{
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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(const Vector<SpriteFrame*>& arrayOfSpriteFrameNames, float delay = 0.0f, unsigned int loops = 1);
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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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* @js NA
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*/
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static Animation* create(const Vector<AnimationFrame*>& arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops = 1);
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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 *frame);
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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 addSpriteFrameWithFile(const std::string& filename);
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/**
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@deprecated. Use addSpriteFrameWithFile() instead
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*/
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CC_DEPRECATED_ATTRIBUTE void addSpriteFrameWithFileName(const std::string& filename){ addSpriteFrameWithFile(filename);}
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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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/** Gets the total Delay units of the Animation. */
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float getTotalDelayUnits() const { return _totalDelayUnits; };
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/** Sets the delay in seconds of the "delay unit" */
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void setDelayPerUnit(float delayPerUnit) { _delayPerUnit = delayPerUnit; };
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/** Gets the delay in seconds of the "delay unit" */
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float getDelayPerUnit() const { return _delayPerUnit; };
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/** Gets the duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit */
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float getDuration() const;
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/** Gets the array of AnimationFrames */
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const Vector<AnimationFrame*>& getFrames() const { return _frames; };
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/** Sets the array of AnimationFrames */
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void setFrames(const Vector<AnimationFrame*>& frames)
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{
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_frames = frames;
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}
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/** Checks whether to restore the original frame when animation finishes. */
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bool getRestoreOriginalFrame() const { return _restoreOriginalFrame; };
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/** Sets whether to restore the original frame when animation finishes */
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void setRestoreOriginalFrame(bool restoreOriginalFrame) { _restoreOriginalFrame = restoreOriginalFrame; };
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/** Gets the times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ... */
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unsigned int getLoops() const { return _loops; };
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/** Sets the times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ... */
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void setLoops(unsigned int loops) { _loops = loops; };
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// overrides
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virtual Animation *clone() const override;
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CC_CONSTRUCTOR_ACCESS:
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Animation();
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virtual ~Animation(void);
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/** Initializes a Animation */
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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(const Vector<SpriteFrame*>& arrayOfSpriteFrameNames, float delay = 0.0f, unsigned int loops = 1);
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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(const Vector<AnimationFrame*>& arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops);
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protected:
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/** total Delay units of the Animation. */
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float _totalDelayUnits;
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/** Delay in seconds of the "delay unit" */
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float _delayPerUnit;
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/** duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit */
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float _duration;
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/** array of AnimationFrames */
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Vector<AnimationFrame*> _frames;
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/** whether or not it shall restore the original frame when the animation finishes */
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bool _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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unsigned int _loops;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(Animation);
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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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