axmol/extensions/CCArmature/CCArmature.h

193 lines
7.2 KiB
C++

/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __CCARMATURE_H__
#define __CCARMATURE_H__
#include "utils/CCArmatureDefine.h"
#include "CCBone.h"
#include "display/CCBatchNode.h"
#include "display/CCShaderNode.h"
#include "animation/CCArmatureAnimation.h"
#include "physics/CCPhysicsWorld.h"
#include "utils/CCSpriteFrameCacheHelper.h"
#include "utils/CCArmatureDataManager.h"
namespace cocos2d { namespace extension { namespace armature {
CC_DEPRECATED_ATTRIBUTE typedef ProcessBase CCProcessBase;
CC_DEPRECATED_ATTRIBUTE typedef BaseData CCBaseData;
CC_DEPRECATED_ATTRIBUTE typedef DisplayData CCDisplayData;
CC_DEPRECATED_ATTRIBUTE typedef SpriteDisplayData CCSpriteDisplayData;
CC_DEPRECATED_ATTRIBUTE typedef ArmatureDisplayData CCArmatureDisplayData;
CC_DEPRECATED_ATTRIBUTE typedef ParticleDisplayData CCParticleDisplayData;
CC_DEPRECATED_ATTRIBUTE typedef ShaderDisplayData CCShaderDisplayData;
CC_DEPRECATED_ATTRIBUTE typedef BoneData CCBoneData;
CC_DEPRECATED_ATTRIBUTE typedef FrameData CCFrameData;
CC_DEPRECATED_ATTRIBUTE typedef MovementBoneData CCMovementBoneData;
CC_DEPRECATED_ATTRIBUTE typedef MovementData CCMovementData;
CC_DEPRECATED_ATTRIBUTE typedef AnimationData CCAnimationData;
CC_DEPRECATED_ATTRIBUTE typedef ContourData CCContourData;
CC_DEPRECATED_ATTRIBUTE typedef TextureData CCTextureData;
CC_DEPRECATED_ATTRIBUTE typedef ShaderNode CCShaderNode;
CC_DEPRECATED_ATTRIBUTE typedef DecorativeDisplay CCDecorativeDisplay;
CC_DEPRECATED_ATTRIBUTE typedef DisplayData CCDisplayData;
CC_DEPRECATED_ATTRIBUTE typedef DisplayFactory CCDisplayFactory;
CC_DEPRECATED_ATTRIBUTE typedef BatchNode CCBatchNode;
CC_DEPRECATED_ATTRIBUTE typedef DecorativeDisplay CCDecorativeDisplay;
CC_DEPRECATED_ATTRIBUTE typedef DisplayManager CCDisplayManager;
CC_DEPRECATED_ATTRIBUTE typedef ColliderBody CCColliderBody;
CC_DEPRECATED_ATTRIBUTE typedef ColliderDetector CCColliderDetector;
CC_DEPRECATED_ATTRIBUTE typedef PhysicsWorld CCPhysicsWorld;
CC_DEPRECATED_ATTRIBUTE typedef SpriteFrameCacheHelper CCSpriteFrameCacheHelper;
CC_DEPRECATED_ATTRIBUTE typedef TweenFunction CCTweenFunction;
CC_DEPRECATED_ATTRIBUTE typedef ArmatureData CCArmatureData;
CC_DEPRECATED_ATTRIBUTE typedef Bone CCBone;
CC_DEPRECATED_ATTRIBUTE typedef ArmatureAnimation CCArmatureAnimation;
CC_DEPRECATED_ATTRIBUTE typedef Armature CCArmature;
CC_DEPRECATED_ATTRIBUTE typedef ArmatureDataManager CCArmatureDataManager;
class Armature : public NodeRGBA, public BlendProtocol
{
public:
/**
* Allocates and initializes a armature.
* @return A initialized armature which is marked as "autorelease".
*/
static Armature *create();
/**
* Allocates a armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature.
*
* @param name Armature will use the name to find to the ArmatureData to initializes it.
* @return A initialized armature which is marked as "autorelease".
*/
static Armature *create(const char *name);
static Armature *create(const char *name, Bone *parentBone);
public:
Armature();
virtual ~Armature(void);
/**
* Init the empty armature
*/
virtual bool init();
/**
* Init a armature with specified name
* @param name Armature name
*/
virtual bool init(const char *name);
virtual bool init(const char *name, Bone *parentBone);
/**
* Add a Bone to this Armature,
*
* @param bone The Bone you want to add to Armature
* @param parentName The parent Bone's name you want to add to . If it's NULL, then set Armature to it's parent
*/
virtual void addBone(Bone *bone, const char* parentName);
/**
* Get a bone with the specified name
*
* @param name The bone's name you want to get
*/
virtual Bone *getBone(const char *name) const;
/**
* Change a bone's parent with the specified parent name.
*
* @param bone The bone you want to change parent
* @param parentName The new parent's name.
*/
virtual void changeBoneParent(Bone *bone, const char *parentName);
/**
* Remove a bone with the specified name. If recursion it will also remove child Bone recursionly.
*
* @param bone The bone you want to remove
* @param recursion Determine whether remove the bone's child recursion.
*/
virtual void removeBone(Bone *bone, bool recursion);
/**
* Get Armature's bone dictionary
* @return Armature's bone dictionary
*/
Dictionary *getBoneDic();
Bone *getBoneAtPoint(float x, float y);
/**
* Set contentsize and Calculate anchor point.
*/
virtual void updateOffsetPoint();
// overrides
virtual void visit() override;
virtual void update(float dt) override;
virtual void draw() override;
virtual const AffineTransform& getNodeToParentTransform() const override;
/** This boundingBox will calculate all bones' boundingBox every time */
virtual Rect getBoundingBox() const override;
inline void setBlendFunc(const BlendFunc& blendFunc) override { _blendFunc = blendFunc; }
inline const BlendFunc& getBlendFunc(void) const override { return _blendFunc; }
protected:
/*
* Used to create Bone internal
*/
Bone *createBone(const char *boneName );
CC_SYNTHESIZE_RETAIN(ArmatureAnimation *, _animation, Animation);
CC_SYNTHESIZE(ArmatureData *, _armatureData, ArmatureData);
CC_SYNTHESIZE(BatchNode*, _batchNode, BatchNode);
CC_SYNTHESIZE_PASS_BY_REF(std::string, _name, Name);
CC_SYNTHESIZE(TextureAtlas*, _atlas, TextureAtlas);
CC_SYNTHESIZE(Bone*, _parentBone, ParentBone);
protected:
Dictionary *_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.
Array *_topBoneList;
static std::map<int, Armature*> _armatureIndexDic; //! Use to save armature zorder info,
BlendFunc _blendFunc; //! It's required for TextureProtocol inheritance
Point _offsetPoint;
};
}}} // namespace cocos2d { namespace extension { namespace armature {
#endif /*__CCARMATURE_H__*/