mirror of https://github.com/axmolengine/axmol.git
460 lines
12 KiB
C++
460 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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namespace cocos2d { namespace extension { namespace armature {
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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 BaseData : public Object
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(BaseData)
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public:
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BaseData();
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~BaseData(void);
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/*
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* Copy datas from node
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* @param node A BaseData to copy datas
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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);
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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 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 Sprite
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CS_DISPLAY_ARMATURE, //! display is a Armature
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CS_DISPLAY_PARTICLE, //! display is a Particle.
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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 DisplayData : public Object
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(DisplayData)
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static const char *changeDisplayToTexture(const char *);
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public:
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DisplayData();
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virtual ~DisplayData(void);
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DisplayType displayType; //! mark which type your display is
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};
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class SpriteDisplayData : public DisplayData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(SpriteDisplayData)
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public:
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SpriteDisplayData();
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virtual ~SpriteDisplayData();
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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(SpriteDisplayData *displayData);
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public:
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/**
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* If DisplayType is CS_DISPLAY_SPRITE, then Bone will use this image name to create a Sprite from SpriteFrameCache.
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* It should note that when use this name to create Sprite from SpriteFrameCache, you should use _displayName + ".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 Armature's name. When Bone init display and type is CS_DISPLAY_ARMATURE,
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* then Bone will create a Armature.
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*/
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std::string displayName;
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};
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class ArmatureDisplayData : public DisplayData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(ArmatureDisplayData)
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public:
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ArmatureDisplayData();
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virtual ~ArmatureDisplayData();
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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(ArmatureDisplayData *displayData);
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public:
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/**
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* If DisplayType is CS_DISPLAY_SPRITE, then Bone will use this image name to create a Sprite from SpriteFrameCache.
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* It should note that when use this name to create Sprite from SpriteFrameCache, you should use _displayName + ".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 Armature's name. When Bone init display and type is CS_DISPLAY_ARMATURE,
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* then Bone will create a Armature.
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*/
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std::string displayName;
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};
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class ParticleDisplayData : public DisplayData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(ParticleDisplayData)
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public:
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ParticleDisplayData();
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virtual ~ParticleDisplayData() {};
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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(ParticleDisplayData *displayData);
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public:
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std::string plist;
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};
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class ShaderDisplayData : public DisplayData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(ShaderDisplayData)
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public:
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ShaderDisplayData();
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virtual ~ShaderDisplayData() {};
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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(ShaderDisplayData *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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* 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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*/
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class BoneData : public BaseData
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{
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public:
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CS_CREATE_NO_PARAM(BoneData)
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public:
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BoneData(void);
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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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Array displayDataList; //! save DisplayData informations for the Bone
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};
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/**
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* ArmatureData saved the Armature name and Bonedatas needed for the Bones 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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*/
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class ArmatureData : public Object
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{
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public:
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CS_CREATE_NO_PARAM(ArmatureData)
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public:
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ArmatureData();
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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(const char *boneName);
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public:
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std::string name;
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Dictionary boneDataDic;
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Array boneList;
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};
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class FrameData : public BaseData
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(FrameData)
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public:
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FrameData();
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~FrameData();
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virtual void copy(FrameData *frameData);
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public:
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int duration; //! The frame will last _duration frames
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TweenType 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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* _movement, _event, _sound, _soundEffect do not support yet
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*/
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std::string _movement;
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std::string _event;
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std::string _sound;
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std::string _soundEffect;
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};
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class MovementBoneData : public Object
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{
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public:
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CS_CREATE_NO_PARAM(MovementBoneData)
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public:
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MovementBoneData();
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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 _duration frames
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std::string name; //! bone name
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Array frameList;
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};
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class MovementData : public Object
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(MovementData)
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public:
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MovementData(void);
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~MovementData(void);
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void addMovementBoneData(MovementBoneData *movBoneData);
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MovementBoneData *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 _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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*
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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 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 MovementData get from flash design panel
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*/
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TweenType 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 MovementBoneData *
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*/
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Dictionary movBoneDataDic;
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};
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/**
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* AnimationData include all movement infomation for the Armature
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* The struct is AnimationData -> MovementData -> MovementBoneData -> FrameData
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* -> MovementFrameData
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*/
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class AnimationData : public Object
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{
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public:
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CS_CREATE_NO_PARAM_NO_INIT(AnimationData)
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public:
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AnimationData(void);
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~AnimationData(void);
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void release();
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void retain();
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void addMovement(MovementData *movData);
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MovementData *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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Dictionary movementDataDic;
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std::vector<std::string> movementNames;
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};
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struct ContourVertex2F : public Object
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{
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ContourVertex2F(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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* ContourData include a contour vertex information
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*/
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class ContourData : public Object
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{
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public:
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CS_CREATE_NO_PARAM(ContourData)
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public:
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ContourData();
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~ContourData(void);
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virtual bool init();
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public:
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Array vertexList; //! Save contour vertex info, vertex saved in a Point
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};
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/*
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* TextureData include a texture's information
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*/
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class TextureData : public Object
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{
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public:
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CS_CREATE_NO_PARAM(TextureData)
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public:
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TextureData();
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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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Array contourDataList;
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};
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}}} // namespace cocos2d { namespace extension { namespace armature {
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#endif /*__CCARMATURE_DATAS_H__*/
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