mirror of https://github.com/axmolengine/axmol.git
160 lines
5.1 KiB
C++
160 lines
5.1 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_H__
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#define __CCARMATURE_H__
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#include "utils/CCArmatureDefine.h"
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#include "CCBone.h"
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#include "display/CCBatchNode.h"
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#include "animation/CCArmatureAnimation.h"
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namespace cocos2d { namespace extension { namespace armature {
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class CCArmature : public CCNodeRGBA, public CCBlendProtocol
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{
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public:
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/**
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* Allocates and initializes a armature.
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* @return A initialized armature which is marked as "autorelease".
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*/
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static CCArmature *create();
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/**
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* Allocates a armature, and use the CCArmatureData named name in CCArmatureDataManager to initializes the armature.
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*
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* @param name CCArmature will use the name to find to the CCArmatureData to initializes it.
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* @return A initialized armature which is marked as "autorelease".
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*/
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static CCArmature *create(const char *name);
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static CCArmature *create(const char *name, CCBone *parentBone);
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public:
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CCArmature();
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~CCArmature(void);
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/**
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* Init the empty armature
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*/
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virtual bool init();
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/**
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* Init a armature with specified name
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* @param name CCArmature name
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*/
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virtual bool init(const char *name);
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virtual bool init(const char *name, CCBone *parentBone);
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/**
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* Add a CCBone to this CCArmature,
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*
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* @param bone The CCBone you want to add to CCArmature
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* @param parentName The parent CCBone's name you want to add to . If it's NULL, then set CCArmature to it's parent
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*/
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virtual void addBone(CCBone *bone, const char* parentName);
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/**
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* Get a bone with the specified name
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*
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* @param name The bone's name you want to get
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*/
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virtual CCBone *getBone(const char *name) const;
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/**
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* Change a bone's parent with the specified parent name.
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*
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* @param bone The bone you want to change parent
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* @param parentName The new parent's name.
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*/
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virtual void changeBoneParent(CCBone *bone, const char *parentName);
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/**
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* Remove a bone with the specified name. If recursion it will also remove child CCBone recursionly.
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*
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* @param bone The bone you want to remove
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* @param recursion Determine whether remove the bone's child recursion.
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*/
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virtual void removeBone(CCBone *bone, bool recursion);
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/**
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* Get CCArmature's bone dictionary
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* @return CCArmature's bone dictionary
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*/
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CCDictionary *getBoneDic();
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/**
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* This boundingBox will calculate all bones' boundingBox every time
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*/
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virtual CCRect boundingBox();
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CCBone *getBoneAtPoint(float x, float y);
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virtual void visit();
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virtual void update(float dt);
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virtual void draw();
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virtual CCAffineTransform nodeToParentTransform();
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/**
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* Set contentsize and Calculate anchor point.
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*/
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virtual void updateOffsetPoint();
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inline void setBlendFunc(ccBlendFunc blendFunc) { _blendFunc = blendFunc; }
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inline ccBlendFunc getBlendFunc(void) { return _blendFunc; }
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protected:
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/*
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* Used to create CCBone internal
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*/
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CCBone *createBone(const char *boneName );
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CC_SYNTHESIZE_RETAIN(CCArmatureAnimation *, _animation, Animation);
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CC_SYNTHESIZE(CCArmatureData *, _armatureData, CCArmatureData);
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CC_SYNTHESIZE(CCBatchNode*, _batchNode, BatchNode);
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CC_SYNTHESIZE_PASS_BY_REF(std::string, _name, Name);
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CC_SYNTHESIZE(CCTextureAtlas*, _atlas, TextureAtlas);
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CC_SYNTHESIZE(CCBone*, _parentBone, ParentBone);
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protected:
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CCDictionary *_boneDic; //! The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from _chindren.
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CCArray *_topBoneList;
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static std::map<int, CCArmature*> _armatureIndexDic; //! Use to save armature zorder info,
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ccBlendFunc _blendFunc; //! It's required for CCTextureProtocol inheritance
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CCPoint _offsetPoint;
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};
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}}} // namespace cocos2d { namespace extension { namespace armature {
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#endif /*__CCARMATURE_H__*/
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