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ios/cocos2d/cocos/2d/CCAnimation.cpp 5.57 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
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  /****************************************************************************
  Copyright (c) 2008-2010 Ricardo Quesada
  Copyright (c) 2010-2012 cocos2d-x.org
  Copyright (c) 2011      Zynga Inc.
  Copyright (c) 2013-2016 Chukong Technologies Inc.
  Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
   
  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.
  ****************************************************************************/
  #include "2d/CCAnimation.h"
  #include "renderer/CCTextureCache.h"
  #include "renderer/CCTexture2D.h"
  #include "base/CCDirector.h"
  
  NS_CC_BEGIN
  
  AnimationFrame* AnimationFrame::create(SpriteFrame* spriteFrame, float delayUnits, const ValueMap& userInfo)
  {
      auto ret = new (std::nothrow) AnimationFrame();
      if (ret && ret->initWithSpriteFrame(spriteFrame, delayUnits, userInfo))
      {
          ret->autorelease();
      }
      else
      {
          CC_SAFE_DELETE(ret);
      }
      return ret;
  }
  
  AnimationFrame::AnimationFrame()
  : _spriteFrame(nullptr)
  , _delayUnits(0.0f)
  {
  
  }
  
  bool AnimationFrame::initWithSpriteFrame(SpriteFrame* spriteFrame, float delayUnits, const ValueMap& userInfo)
  {
      setSpriteFrame(spriteFrame);
      setDelayUnits(delayUnits);
      setUserInfo(userInfo);
  
      return true;
  }
  
  AnimationFrame::~AnimationFrame()
  {    
      CCLOGINFO( "deallocing AnimationFrame: %p", this);
  
      CC_SAFE_RELEASE(_spriteFrame);
  }
  
  AnimationFrame* AnimationFrame::clone() const
  {
      // no copy constructor
      auto frame = new (std::nothrow) AnimationFrame();
      frame->initWithSpriteFrame(_spriteFrame->clone(),
                                 _delayUnits,
                                 _userInfo);
  
      frame->autorelease();
      return frame;
  }
  
  // implementation of Animation
  
  Animation* Animation::create()
  {
      Animation *animation = new (std::nothrow) Animation();
      animation->init();
      animation->autorelease();
  
      return animation;
  } 
  
  Animation* Animation::createWithSpriteFrames(const Vector<SpriteFrame*>& frames, float delay/* = 0.0f*/, unsigned int loops/* = 1*/)
  {
      Animation *animation = new (std::nothrow) Animation();
      animation->initWithSpriteFrames(frames, delay, loops);
      animation->autorelease();
  
      return animation;
  }
  
  Animation* Animation::create(const Vector<AnimationFrame*>& arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops /* = 1 */)
  {
      Animation *animation = new (std::nothrow) Animation();
      animation->initWithAnimationFrames(arrayOfAnimationFrameNames, delayPerUnit, loops);
      animation->autorelease();
      return animation;
  }
  
  bool Animation::init()
  {
      _loops = 1;
      _delayPerUnit = 0.0f;
      
      return true;
  }
  
  bool Animation::initWithSpriteFrames(const Vector<SpriteFrame*>& frames, float delay/* = 0.0f*/, unsigned int loops/* = 1*/)
  {
      _delayPerUnit = delay;
      _loops = loops;
  
      for (auto& spriteFrame : frames)
      {
          auto animFrame = AnimationFrame::create(spriteFrame, 1, ValueMap());
          _frames.pushBack(animFrame);
          _totalDelayUnits++;
      }
  
      return true;
  }
  
  bool Animation::initWithAnimationFrames(const Vector<AnimationFrame*>& arrayOfAnimationFrames, float delayPerUnit, unsigned int loops)
  {
      _delayPerUnit = delayPerUnit;
      _loops = loops;
  
      setFrames(arrayOfAnimationFrames);
  
      for (auto& animFrame : _frames)
      {
          _totalDelayUnits += animFrame->getDelayUnits();
      }
      return true;
  }
  
  Animation::Animation()
  : _totalDelayUnits(0.0f)
  , _delayPerUnit(0.0f)
  , _duration(0.0f)
  , _restoreOriginalFrame(false)
  , _loops(0)
  {
  
  }
  
  Animation::~Animation()
  {
      CCLOGINFO("deallocing Animation: %p", this);
  }
  
  void Animation::addSpriteFrame(SpriteFrame* spriteFrame)
  {
      AnimationFrame *animFrame = AnimationFrame::create(spriteFrame, 1.0f, ValueMap());
      _frames.pushBack(animFrame);
  
      // update duration
      _totalDelayUnits++;
  }
  
  void Animation::addSpriteFrameWithFile(const std::string& filename)
  {
      Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(filename);
      Rect rect = Rect::ZERO;
      rect.size = texture->getContentSize();
      SpriteFrame *frame = SpriteFrame::createWithTexture(texture, rect);
      addSpriteFrame(frame);
  }
  
  void Animation::addSpriteFrameWithTexture(Texture2D *pobTexture, const Rect& rect)
  {
      SpriteFrame *frame = SpriteFrame::createWithTexture(pobTexture, rect);
      addSpriteFrame(frame);
  }
  
  float Animation::getDuration() const
  {
      return _totalDelayUnits * _delayPerUnit;
  }
  
  Animation* Animation::clone() const
  {
      // no copy constructor    
      auto a = new (std::nothrow) Animation();
      a->initWithAnimationFrames(_frames, _delayPerUnit, _loops);
      a->setRestoreOriginalFrame(_restoreOriginalFrame);
      a->autorelease();
      return a;
  }
  
  NS_CC_END