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662a9e99f5
- remove cocos2dx folder - change all include paths in cocos2d to be relative
194 lines
6.3 KiB
C++
Vendored
194 lines
6.3 KiB
C++
Vendored
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 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_H__
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#define __CC_ANIMATION_H__
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#include "../platform/CCPlatformConfig.h"
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#include "../cocoa/CCObject.h"
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#include "../cocoa/CCArray.h"
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#include "../cocoa/CCDictionary.h"
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#include "../cocoa/CCGeometry.h"
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#include "CCSpriteFrame.h"
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#include <string>
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NS_CC_BEGIN
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class CCTexture2D;
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class CCSpriteFrame;
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/**
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* @addtogroup sprite_nodes
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* @{
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*/
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/** CCAnimationFrame
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A frame of the animation. It contains information like:
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- sprite frame name
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- # of delay units.
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- offset
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@since v2.0
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*/
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class CC_DLL CCAnimationFrame : 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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CCAnimationFrame();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCAnimationFrame();
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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/** initializes the animation frame with a spriteframe, number of delay units and a notification user info */
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bool initWithSpriteFrame(CCSpriteFrame* spriteFrame, float delayUnits, CCDictionary* userInfo);
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/** CCSpriteFrameName to be used */
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CC_SYNTHESIZE_RETAIN(CCSpriteFrame*, m_pSpriteFrame, SpriteFrame)
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/** how many units of time the frame takes */
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CC_SYNTHESIZE(float, m_fDelayUnits, DelayUnits)
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/** A CCAnimationFrameDisplayedNotification notification will be broadcast when the frame is displayed with this dictionary as UserInfo. If UserInfo is nil, then no notification will be broadcast. */
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CC_SYNTHESIZE_RETAIN(CCDictionary*, m_pUserInfo, UserInfo)
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};
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/** A CCAnimation object is used to perform animations on the CCSprite objects.
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The CCAnimation object contains CCAnimationFrame objects, and a possible delay between the frames.
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You can animate a CCAnimation object by using the CCAnimate action. Example:
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[sprite runAction:[CCAnimate actionWithAnimation:animation]];
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*/
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class CC_DLL CCAnimation : 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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CCAnimation();
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/**
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* @js NA
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* @lua NA
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*/
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~CCAnimation(void);
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public:
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/** Creates an animation
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@since v0.99.5
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*/
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static CCAnimation* create(void);
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/* Creates an animation with an array of CCSpriteFrame and a delay between frames in seconds.
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The frames will be added with one "delay unit".
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@since v0.99.5
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@js create
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*/
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static CCAnimation* createWithSpriteFrames(CCArray* arrayOfSpriteFrameNames, float delay = 0.0f);
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/* Creates an animation with an array of CCAnimationFrame, the delay per units in seconds and and how many times it should be executed.
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@since v2.0
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*/
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static CCAnimation* create(CCArray *arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops);
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static CCAnimation* create(CCArray *arrayOfAnimationFrameNames, float delayPerUnit) {
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return CCAnimation::create(arrayOfAnimationFrameNames, delayPerUnit, 1);
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}
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/** Adds a CCSpriteFrame to a CCAnimation.
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The frame will be added with one "delay unit".
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*/
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void addSpriteFrame(CCSpriteFrame *pFrame);
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/** Adds a frame with an image filename. Internally it will create a CCSpriteFrame and it will add it.
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The frame will be added with one "delay unit".
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Added to facilitate the migration from v0.8 to v0.9.
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* @js addSpriteFrameWithFile
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*/
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void addSpriteFrameWithFileName(const char *pszFileName);
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/** Adds a frame with a texture and a rect. Internally it will create a CCSpriteFrame and it will add it.
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The frame will be added with one "delay unit".
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Added to facilitate the migration from v0.8 to v0.9.
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*/
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void addSpriteFrameWithTexture(CCTexture2D* pobTexture, const CCRect& rect);
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/**
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* @lua NA
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*/
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bool init();
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/** Initializes a CCAnimation with frames and a delay between frames
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@since v0.99.5
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@lua NA
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*/
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bool initWithSpriteFrames(CCArray *pFrames, float delay = 0.0f);
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/** Initializes a CCAnimation with CCAnimationFrame
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@since v2.0
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@lua NA
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*/
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bool initWithAnimationFrames(CCArray* arrayOfAnimationFrames, float delayPerUnit, unsigned int loops);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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/** total Delay units of the CCAnimation. */
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CC_SYNTHESIZE_READONLY(float, m_fTotalDelayUnits, TotalDelayUnits)
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/** Delay in seconds of the "delay unit" */
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CC_SYNTHESIZE(float, m_fDelayPerUnit, DelayPerUnit)
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/** duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit */
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CC_PROPERTY_READONLY(float, m_fDuration, Duration)
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/** array of CCAnimationFrames */
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CC_SYNTHESIZE_RETAIN(CCArray*, m_pFrames, Frames)
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/** whether or not it shall restore the original frame when the animation finishes */
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CC_SYNTHESIZE(bool, m_bRestoreOriginalFrame, RestoreOriginalFrame)
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/** how many times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ... */
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CC_SYNTHESIZE(unsigned int, m_uLoops, Loops)
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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_H__
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