CCArmatureDataManager

#ifndef __CCARMATUREDATAMANAGER_H__

#define __CCARMATUREDATAMANAGER_H__


#include "CCArmatureDefine.h"

#include "CCConstValue.h"

#include "../datas/CCDatas.h"



NS_CC_EXT_BEGIN


/**

 *@brief format and manage armature configuration and armature animation

 */

class  CCArmatureDataManager : public CCObject 

{

public:

    static CCArmatureDataManager *sharedArmatureDataManager();

    static void purgeArmatureSystem();

private:

    CCArmatureDataManager(void);

    ~CCArmatureDataManager(void);


public:

/**

     * Init CCArmatureDataManager

     */

    virtual bool init();

    

    /**

     * Add armature data

     * @param id The id of the armature data

* @param armatureData CCArmatureData *

     */

    void addArmatureData(const char *id, CCArmatureData *armatureData);

    

/**

     *@brief get armature data

     *

     *@param id the id of the armature data you want to get

*  

*  @returnCCArmatureData *

     */

    CCArmatureData *getArmatureData(const char *id);


    /**

     *@brief add animation data 

     *

     *@param id the id of the animation data 

*

*  @return CCAnimationData *

     */

    void addAnimationData(const char *id, CCAnimationData *animationData);

    

/**

     *@brief get animation data from m_pAnimationDatas(CCDictionary)

     *

     *@param id the id of the animation data you want to get

*  

*  @return CCAnimationData *

     */

    CCAnimationData *getAnimationData(const char *id);


    /**

     *@brief add texture data 

     *

     *@param id the id of the texture data

*

*  @return CCTextureData *

     */

    void addTextureData(const char *id, CCTextureData *textureData);

    

/**

     *@brief get texture data

     *

     *@param _id the id of the texture data you want to get

*  

*  @return CCTextureData *

     */

    CCTextureData *getTextureData(const char *id);

    

    /**

*@brief Add ArmatureFileInfo, it is managed by CCArmatureDataManager.

     */

void addArmatureFileInfo(const char *armatureName, const char *useExistFileInfo, const char *imagePath, const char *plistPath, const char *configFilePath);

    /**

*@brief Add ArmatureFileInfo, it is managed by CCArmatureDataManager.

     */

void addArmatureFileInfo(const char *imagePath, const char *plistPath, const char *configFilePath);


    /**

     *@brief Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name

     */

    void addSpriteFrameFromFile(const char *plistPath, const char *imagePath);

    

/**

*@brief Clear the data in the m_pArmarureDatas and m_pAnimationDatas, and set m_pArmarureDatas and m_pAnimationDatas to NULL

     */

    void removeAll();


   

private:

    /**

*@brief save amature datas

*  @keystd::string

*  @valueCCArmatureData *

     */

CC_SYNTHESIZE_READONLY(CCDictionary *, m_pArmarureDatas, ArmarureDatas);


    /**

*@brief save animation datas

*  @keystd::string

*  @valueCCAnimationData *

     */

CC_SYNTHESIZE_READONLY(CCDictionary *, m_pAnimationDatas, AnimationDatas);


/**

*@brief save texture datas

*  @keystd::string

*  @valueCCTextureData *

     */

CC_SYNTHESIZE_READONLY(CCDictionary *, m_pTextureDatas, TextureDatas);


};



NS_CC_EXT_END


#endif/*__CCARMATUREDATAMANAGER_H__*/


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