2022-07-30 12:24:03 -04:00
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/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2010 Ricardo Quesada
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Copyright (c) 2011 Zynga 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_CACHE_H__
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#define __CC_ANIMATION_CACHE_H__
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2022-10-17 08:46:36 -04:00
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#include "../cocoa/CCObject.h"
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#include "../cocoa/CCDictionary.h"
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2022-07-30 12:24:03 -04:00
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#include <string>
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NS_CC_BEGIN
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class CCAnimation;
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/**
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* @addtogroup sprite_nodes
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* @{
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*/
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/** Singleton that manages the Animations.
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It saves in a cache the animations. You should use this class if you want to save your animations in a cache.
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Before v0.99.5, the recommend way was to save them on the CCSprite. Since v0.99.5, you should use this class instead.
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@since v0.99.5
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*/
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class CC_DLL CCAnimationCache : public CCObject
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCAnimationCache();
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/**
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* @js NA
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* @lua NA
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*/
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~CCAnimationCache();
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/** Returns the shared instance of the Animation cache
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* @js getInstance
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*/
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static CCAnimationCache* sharedAnimationCache(void);
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/** Purges the cache. It releases all the CCAnimation objects and the shared instance.
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*/
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static void purgeSharedAnimationCache(void);
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/** Adds a CCAnimation with a name.
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*/
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void addAnimation(CCAnimation *animation, const char * name);
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/** Deletes a CCAnimation from the cache.
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*@js removeAnimation
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*/
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void removeAnimationByName(const char* name);
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/** Returns a CCAnimation that was previously added.
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If the name is not found it will return nil.
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You should retain the returned copy if you are going to use it.
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@js getAnimation
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*/
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CCAnimation* animationByName(const char* name);
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/** Adds an animation from an NSDictionary
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Make sure that the frames were previously loaded in the CCSpriteFrameCache.
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@param plist The path of the relative file,it use to find the plist path for load SpriteFrames.
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@since v1.1
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*/
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void addAnimationsWithDictionary(CCDictionary* dictionary,const char* plist = NULL);
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/** Adds an animation from a plist file.
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Make sure that the frames were previously loaded in the CCSpriteFrameCache.
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@since v1.1
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@js addAnimations
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*/
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void addAnimationsWithFile(const char* plist);
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bool init(void);
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private:
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void parseVersion1(CCDictionary* animations);
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void parseVersion2(CCDictionary* animations);
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private:
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CCDictionary* m_pAnimations;
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static CCAnimationCache* s_pSharedAnimationCache;
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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_CACHE_H__
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