Blame view

ios/cocos2d/cocos/editor-support/cocostudio/CCTween.h 5.54 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
  /****************************************************************************
  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.
  ****************************************************************************/
  
  
  #ifndef __CCTWEEN_H__
  #define __CCTWEEN_H__
  
  #include "editor-support/cocostudio/CCProcessBase.h"
  #include "2d/CCTweenFunction.h"
  #include "editor-support/cocostudio/CocosStudioExport.h"
  
  namespace cocostudio {
  
  class Bone;
  class ArmatureAnimation;
  using cocos2d::tweenfunc::TweenType;
  
  /**
   *  @js NA
   *  @lua NA
   */
  class CC_STUDIO_DLL Tween : public ProcessBase
  {
  public:
      /**
       * Create with a Bone
       * @param bone the Bone Tween will bind to
       */
      static Tween *create(Bone *bone);
  public:
      Tween();
      virtual ~Tween();
  
      /**
       * Init with a Bone
       * @param bone the Bone Tween will bind to
       */
      virtual bool init(Bone *bone);
  
      using ProcessBase::play;
      /**
       * Start the Process
       *
       * @param  movementBoneData  the MovementBoneData include all FrameData
       * @param  durationTo the number of frames changing to this animation needs.
       * @param  durationTween  the number of frames this animation actual last.
       *
       * @param  loop   whether the animation is loop
       *
       *         loop < 0 : use the value from MovementData get from Action Editor
       *         loop = 0 : this animation is not loop
       *         loop > 0 : this animation is loop
       *
       * @param  tweenEasing    tween easing is used for calculate easing effect
       *
       *         TWEEN_EASING_MAX : use the value from MovementData get from Action Editor
       *         -1 : fade out
       *         0  : line
       *         1  : fade in
       *         2  : fade in and out
       *
       */
      virtual void play(MovementBoneData *movementBoneData, int durationTo, int durationTween,  int loop, int tweenEasing);
  
      inline void setAnimation(ArmatureAnimation *animation) { _animation = animation; }
      inline ArmatureAnimation *getAnimation() const { return _animation; }
  
      virtual void gotoAndPlay(int frameIndex);
      virtual void gotoAndPause(int frameIndex);
  
      virtual void setMovementBoneData(MovementBoneData *data) { _movementBoneData = data; }
      virtual const MovementBoneData *getMovementBoneData() const { return _movementBoneData; }
  protected:
  
      /**
       * Update(float dt) will call this handler, you can handle your logic here
       */
      virtual void updateHandler();
  
      /**
       * Calculate which frame arrived, and if current frame have event, then call the event listener
       */
      virtual float updateFrameData(float currentPercent);
  
      /**
       * Calculate the between value of _from and _to, and give it to between frame data
       */
      virtual void setBetween(FrameData *from, FrameData *to, bool limit = true);
  
      /**
       * According to the percent to calculate current FrameData with tween effect
       */
      virtual FrameData *tweenNodeTo(float percent, FrameData *node = nullptr);
  
      /**
       * According to the percent to calculate current color with tween effect
       */
      virtual void tweenColorTo(float percent, FrameData *node);
  
      /**
       * Update display index and process the key frame event when arrived a key frame
       */
      virtual void arriveKeyFrame(FrameData *keyFrameData);
  protected:
      //! A weak reference to the current MovementBoneData. The data is in the data pool
      MovementBoneData *_movementBoneData;
  
      FrameData *_tweenData;          //! The computational tween frame data, //! A weak reference to the Bone's tweenData
      FrameData *_from;               //! From frame data, used for calculate between value
      FrameData *_to;                 //! To frame data, used for calculate between value
      FrameData *_between;            //! Between frame data, used for calculate current FrameData(m_pNode) value
  
  
      Bone *_bone;                    //! A weak reference to the Bone
  
      TweenType _frameTweenEasing;  //! Determine which tween effect current frame use
  
      int _betweenDuration;           //! Current key frame will last _betweenDuration frames
      int _totalDuration;
  
  
      int _fromIndex;                    //! The current frame index in FrameList of MovementBoneData, it's different from m_iFrameIndex
      int _toIndex;                   //! The next frame index in FrameList of MovementBoneData, it's different from m_iFrameIndex
  
      ArmatureAnimation *_animation;
  
      bool _passLastFrame;            //! If current frame index is more than the last frame's index
  };
  
  }
  
  #endif /*__CCTWEEN_H__*/