mirror of https://github.com/axmolengine/axmol.git
508 lines
16 KiB
C++
508 lines
16 KiB
C++
/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2012-2018 DragonBones team and other contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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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, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef DRAGONBONES_SLOT_H
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#define DRAGONBONES_SLOT_H
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#include "TransformObject.h"
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#include "../geom/ColorTransform.h"
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#include "../model/ArmatureData.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - The slot attached to the armature, controls the display status and properties of the display object.
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* A bone can contain multiple slots.
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* A slot can contain multiple display objects, displaying only one of the display objects at a time,
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* but you can toggle the display object into frame animation while the animation is playing.
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* The display object can be a normal texture, or it can be a display of a child armature, a grid display object,
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* and a custom other display object.
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* @see dragonBones.Armature
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* @see dragonBones.Bone
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* @see dragonBones.SlotData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 插槽附着在骨骼上,控制显示对象的显示状态和属性。
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* 一个骨骼上可以包含多个插槽。
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* 一个插槽中可以包含多个显示对象,同一时间只能显示其中的一个显示对象,但可以在动画播放的过程中切换显示对象实现帧动画。
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* 显示对象可以是普通的图片纹理,也可以是子骨架的显示容器,网格显示对象,还可以是自定义的其他显示对象。
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* @see dragonBones.Armature
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* @see dragonBones.Bone
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* @see dragonBones.SlotData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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class Slot : public TransformObject
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{
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public:
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/**
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* - Displays the animated state or mixed group name controlled by the object, set to null to be controlled by all animation states.
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* @default null
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* @see dragonBones.AnimationState#displayControl
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* @see dragonBones.AnimationState#name
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* @see dragonBones.AnimationState#group
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 显示对象受到控制的动画状态或混合组名称,设置为 null 则表示受所有的动画状态控制。
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* @default null
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* @see dragonBones.AnimationState#displayControl
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* @see dragonBones.AnimationState#name
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* @see dragonBones.AnimationState#group
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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std::string displayController;
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public:
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/**
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* @internal
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*/
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bool _colorDirty;
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BlendMode _blendMode;
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/**
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* @internal
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*/
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int _zOrder;
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/**
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* @internal
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*/
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float _pivotX;
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/**
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* @internal
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*/
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float _pivotY;
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/**
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* @internal
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*/
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ColorTransform _colorTransform;
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/**
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* @internal
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*/
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const SlotData* _slotData;
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/**
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* @internal
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*/
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DisplayData* _displayData;
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/**
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* @internal
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*/
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DeformVertices* _deformVertices;
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void* _rawDisplay;
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void* _meshDisplay;
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/**
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* @internal
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*/
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std::vector<int>* _cachedFrameIndices;
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protected:
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bool _displayDirty;
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bool _zOrderDirty;
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bool _visibleDirty;
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bool _blendModeDirty;
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bool _transformDirty;
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bool _visible;
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int _displayIndex;
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int _animationDisplayIndex;
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int _cachedFrameIndex;
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Matrix _localMatrix;
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std::vector<DisplayData*> _displayDatas;
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std::vector<std::pair<void*, DisplayType>> _displayList;
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const std::vector<DisplayData*>* _rawDisplayDatas;
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BoundingBoxData* _boundingBoxData;
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TextureData* _textureData;
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void* _display;
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Armature* _childArmature;
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/**
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* @private
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*/
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Bone* _parent;
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public:
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Slot() :
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_deformVertices(nullptr),
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_rawDisplay(nullptr),
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_meshDisplay(nullptr)
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{}
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virtual ~Slot() {};
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protected:
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virtual void _onClear() override;
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virtual void _initDisplay(void* value, bool isRetain) = 0;
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virtual void _disposeDisplay(void* value, bool isRelease) = 0;
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virtual void _onUpdateDisplay() = 0;
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virtual void _addDisplay() = 0;
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virtual void _replaceDisplay(void* value, bool isArmatureDisplay) = 0;
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virtual void _removeDisplay() = 0;
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virtual void _updateZOrder() = 0;
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virtual void _updateFrame() = 0;
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virtual void _updateMesh() = 0;
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virtual void _updateTransform() = 0;
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virtual void _identityTransform() = 0;
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/**
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* - Support default skin data.
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*/
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DisplayData* _getDefaultRawDisplayData(unsigned displayIndex) const;
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void _updateDisplay();
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void _updateDisplayData();
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void _updateGlobalTransformMatrix(bool isCache);
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public:
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/**
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* @internal
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*/
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virtual void _updateVisible() = 0;
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virtual void _updateBlendMode() = 0;
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virtual void _updateColor() = 0;
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public:
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/**
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* @internal
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*/
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bool _setDisplayIndex(int value, bool isAnimation = false);
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/**
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* @internal
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*/
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bool _setZorder(int value);
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/**
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* @internal
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*/
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bool _setColor(const ColorTransform& value);
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/**
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* @internal
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*/
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bool _setDisplayList(const std::vector<std::pair<void*, DisplayType>>& value);
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public:
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/**
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* @internal
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*/
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void init(const SlotData* slotData, Armature* armatureValue, void* rawDisplay, void* meshDisplay);
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/**
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* @internal
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*/
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void update(int cacheFrameIndex);
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/**
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* @private
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*/
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void updateTransformAndMatrix();
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/**
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* @private
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*/
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void replaceDisplayData(DisplayData* displayData, int displayIndex);
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/**
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* - Check whether a specific point is inside a custom bounding box in the slot.
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* The coordinate system of the point is the inner coordinate system of the armature.
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* Custom bounding boxes need to be customized in Dragonbones Pro.
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* @param x - The horizontal coordinate of the point.
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* @param y - The vertical coordinate of the point.
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 检查特定点是否在插槽的自定义边界框内。
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* 点的坐标系为骨架内坐标系。
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* 自定义边界框需要在 DragonBones Pro 中自定义。
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* @param x - 点的水平坐标。
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* @param y - 点的垂直坐标。
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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bool containsPoint(float x, float y);
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/**
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* - Check whether a specific segment intersects a custom bounding box for the slot.
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* The coordinate system of the segment and intersection is the inner coordinate system of the armature.
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* Custom bounding boxes need to be customized in Dragonbones Pro.
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* @param xA - The horizontal coordinate of the beginning of the segment.
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* @param yA - The vertical coordinate of the beginning of the segment.
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* @param xB - The horizontal coordinate of the end point of the segment.
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* @param yB - The vertical coordinate of the end point of the segment.
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* @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated)
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* @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated)
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* @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated)
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* @returns Intersection situation. [1: Disjoint and segments within the bounding box, 0: Disjoint, 1: Intersecting and having a nodal point and ending in the bounding box, 2: Intersecting and having a nodal point and starting at the bounding box, 3: Intersecting and having two intersections, N: Intersecting and having N intersections]
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 检查特定线段是否与插槽的自定义边界框相交。
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* 线段和交点的坐标系均为骨架内坐标系。
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* 自定义边界框需要在 DragonBones Pro 中自定义。
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* @param xA - 线段起点的水平坐标。
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* @param yA - 线段起点的垂直坐标。
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* @param xB - 线段终点的水平坐标。
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* @param yB - 线段终点的垂直坐标。
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* @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点)
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* @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点)
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* @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线)
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* @returns 相交的情况。 [-1: 不相交且线段在包围盒内, 0: 不相交, 1: 相交且有一个交点且终点在包围盒内, 2: 相交且有一个交点且起点在包围盒内, 3: 相交且有两个交点, N: 相交且有 N 个交点]
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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int intersectsSegment(
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float xA, float yA, float xB, float yB,
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Point* intersectionPointA = nullptr,
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Point* intersectionPointB = nullptr,
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Point* normalRadians = nullptr
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);
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/**
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* - Forces the slot to update the state of the display object in the next frame.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 强制插槽在下一帧更新显示对象的状态。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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inline void invalidUpdate()
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{
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_displayDirty = true;
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_transformDirty = true;
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}
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/**
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* - The visible of slot's display object.
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* @default true
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* @version DragonBones 5.6
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* @language en_US
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*/
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/**
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* - 插槽的显示对象的可见。
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* @default true
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* @version DragonBones 5.6
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* @language zh_CN
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*/
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inline bool getVisible() const
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{
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return _visible;
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}
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void setVisible(bool value);
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/**
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* - The index of the display object displayed in the display list.
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* @example
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* TypeScript style, for reference only.
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* <pre>
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* let slot = armature.getSlot("weapon");
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* slot.displayIndex = 3;
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* slot.displayController = "none";
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* </pre>
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 此时显示的显示对象在显示列表中的索引。
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* @example
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* TypeScript 风格,仅供参考。
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* <pre>
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* let slot = armature.getSlot("weapon");
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* slot.displayIndex = 3;
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* slot.displayController = "none";
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* </pre>
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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inline int getDisplayIndex() const
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{
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return _displayIndex;
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}
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void setDisplayIndex(int value);
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/**
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* - The slot name.
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* @see dragonBones.SlotData#name
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 插槽名称。
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* @see dragonBones.SlotData#name
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline const std::string& getName() const
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{
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return _slotData->name;
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}
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/**
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* - Contains a display list of display objects or child armatures.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 包含显示对象或子骨架的显示列表。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline std::vector<std::pair<void*, DisplayType>> getDisplayList() const
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{
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return _displayList;
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}
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void setDisplayList(const std::vector<std::pair<void*, DisplayType>>& value);
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/**
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* @private
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*/
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inline const std::vector<DisplayData*>* getRawDisplayDatas() const
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{
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return _rawDisplayDatas;
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}
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void setRawDisplayDatas(const std::vector<DisplayData*>* value);
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/**
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* - The slot data.
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* @see dragonBones.SlotData
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 插槽数据。
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* @see dragonBones.SlotData
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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const SlotData* getSlotData() const
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{
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return _slotData;
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}
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/**
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* - The custom bounding box data for the slot at current time.
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 插槽此时的自定义包围盒数据。
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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inline BoundingBoxData* getBoundingBoxData() const
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{
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return _boundingBoxData;
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}
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/**
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* @private
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*/
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inline void* getRawDisplay() const
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{
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return _rawDisplay;
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}
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/**
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* @private
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*/
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inline void* getMeshDisplay() const
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{
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return _meshDisplay;
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}
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/**
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* - The display object that the slot displays at this time.
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* @example
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* TypeScript style, for reference only.
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* <pre>
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* let slot = armature.getSlot("text");
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* slot.display = new yourEngine.TextField();
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* </pre>
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 插槽此时显示的显示对象。
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* @example
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* TypeScript 风格,仅供参考。
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* <pre>
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* let slot = armature.getSlot("text");
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* slot.display = new yourEngine.TextField();
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* </pre>
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline void* getDisplay() const
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{
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return _display;
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}
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/**
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* - Deprecated, please refer to {@link #display}.
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* @deprecated
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* @language en_US
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*/
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/**
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* - 已废弃,请参考 {@link #display}。
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* @deprecated
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* @language zh_CN
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*/
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void setDisplay(void* value, DisplayType displayType);
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/**
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* - The child armature that the slot displayed at current time.
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* @example
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* TypeScript style, for reference only.
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* <pre>
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* let slot = armature.getSlot("weapon");
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* let prevChildArmature = slot.childArmature;
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* if (prevChildArmature) {
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* prevChildArmature.dispose();
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* }
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* slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
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* </pre>
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 插槽此时显示的子骨架。
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* 注意,被替换的对象或子骨架并不会被回收,根据语言和引擎的不同,需要额外处理。
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* @example
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* TypeScript 风格,仅供参考。
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* <pre>
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* let slot = armature.getSlot("weapon");
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* let prevChildArmature = slot.childArmature;
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* if (prevChildArmature) {
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* prevChildArmature.dispose();
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* }
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* slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
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* </pre>
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline Armature* getChildArmature() const
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{
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return _childArmature;
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}
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void setChildArmature(Armature* value);
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/**
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* - The parent bone to which it belongs.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 所属的父骨骼。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline Bone* getParent() const
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{
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return _parent;
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}
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};
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DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_SLOT_H
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