#ifndef __CCARMATURE_DATAS_H__
#define __CCARMATURE_DATAS_H__
#include "../utils/CCArmatureDefine.h"
#include "../utils/CCTweenFunction.h"
#define CS_CREATE_NO_PARAM_NO_INIT(varType)\
public: \
static inline varType *create(void){ \
varType *var = new varType();\
if (var)\
{\
var->autorelease();\
return var;\
}\
CC_SAFE_DELETE(var);\
return NULL;\
}
#define CS_CREATE_NO_PARAM(varType)\
public: \
static inline varType *create(void){ \
varType *var = new varType();\
if (var && var->init())\
{\
var->autorelease();\
return var;\
}\
CC_SAFE_DELETE(var);\
return NULL;\
}
NS_CC_EXT_BEGIN
/**
* the base node include a lot of attribute.
*/
class CCBaseData : public CCObject
{
public:
CS_CREATE_NO_PARAM_NO_INIT(CCBaseData)
public:
CCBaseData();
~CCBaseData(void);
/*
* Copy datas from node
* @param node A CCBaseData to copy datas
*/
virtual void copy(const CCBaseData *_node);
/*
* Calculate two CCBaseData's between value(_to - _from) and set to self
*
* @param from from CCBaseData
* @param to to CCBaseData
*/
virtual void subtract(CCBaseData *_from, CCBaseData *_to);
public:
float x;//! position x attribute
float y;//! position y attribute
int zOrder;//! zorder attribute, used to order the CCBone's depth order
/**
* x y skewX skewY scaleX scaleY used to calculate transform matrix
* skewX, skewY can have rotation effect
* To get more matrix information, you can have a look at this pape :http://www.senocular.com/flash/tutorials/transformmatrix/
*/
float skewX;
float skewY;
float scaleX;
float scaleY;
float tweenRotate;//! SkewX, SkewY, and TweenRotate effect the rotation
bool isUseColorInfo;//! Whether or not this frame have the color changed Info
int a, r, g, b;
};
/**
* DisplayType distinguish which type you display is.
*/
enum DisplayType
{
CS_DISPLAY_SPRITE, //! display is a single CCSprite
CS_DISPLAY_ARMATURE, //! display is a CCArmature
CS_DISPLAY_PARTICLE, //! display is a CCParticle.
CS_DISPLAY_SHADER, //! display is a shader
CS_DISPLAY_MAX
};
class CCDisplayData : public CCObject
{
public:
CS_CREATE_NO_PARAM_NO_INIT(CCDisplayData)
static const char *changeDisplayToTexture(const char *);
public:
CCDisplayData();
virtual ~CCDisplayData(void);
DisplayType displayType;//! mark which type your display is
};
class CCSpriteDisplayData : public CCDisplayData
{
public:
CS_CREATE_NO_PARAM_NO_INIT(CCSpriteDisplayData)
public:
CCSpriteDisplayData();
virtual ~CCSpriteDisplayData();
inline void setParam(const char *displayName)
{
this->displayName = displayName;
}
void copy(CCSpriteDisplayData *displayData);
public:
/**
* If DisplayType is CS_DISPLAY_SPRITE, then CCBone will use this image name to create a CCSprite from CCSpriteFrameCache.
* It should note that when use this name to create CCSprite from CCSpriteFrameCache, you should use m_strDisplayName + ".png", because when use Texture Packer to pack single image file, the name have ".png".
*
* If DisplayType is CS_DISPLAY_ARMATURE, the name is the CCArmature's name. When CCBone init display and type is CS_DISPLAY_ARMATURE,
* then CCBone will create a CCArmature.
*/
std::string displayName;
};
class CCArmatureDisplayData : public CCDisplayData
{
public:
CS_CREATE_NO_PARAM_NO_INIT(CCArmatureDisplayData)
public:
CCArmatureDisplayData();
virtual ~CCArmatureDisplayData();
inline void setParam(const char *displayName)
{
this->displayName = displayName;
}
void copy(CCArmatureDisplayData *displayData);
public:
/**
* If DisplayType is CS_DISPLAY_SPRITE, then CCBone will use this image name to create a CCSprite from CCSpriteFrameCache.
* It should note that when use this name to create CCSprite from CCSpriteFrameCache, you should use m_strDisplayName + ".png", because when use Texture Packer to pack single image file, the name have ".png".
*
* If DisplayType is CS_DISPLAY_ARMATURE, the name is the CCArmature's name. When CCBone init display and type is CS_DISPLAY_ARMATURE,
* then CCBone will create a CCArmature.
*/
std::string displayName;
};
class CCParticleDisplayData : public CCDisplayData
{
public:
CS_CREATE_NO_PARAM_NO_INIT(CCParticleDisplayData)
public:
CCParticleDisplayData();
virtual ~CCParticleDisplayData() {};
void setParam(const char *plist)
{
this->plist = plist;
}
void copy(CCParticleDisplayData *displayData);
public:
std::string plist;
};
class CCShaderDisplayData : public CCDisplayData
{
public:
CS_CREATE_NO_PARAM_NO_INIT(CCShaderDisplayData)
public:
CCShaderDisplayData();
virtual ~CCShaderDisplayData() {};
inline void setParam(const char *vert, const char *frag)
{
this->vert = vert;
this->frag = frag;
}
void copy(CCShaderDisplayData *displayData);
public:
std::string vert;
std::string frag;
};
/**
* CCBoneData used to init a CCBone.
* CCBoneData keeps a CCDisplayData list, a CCBone can have many display to change.
* The display information saved in the CCDisplayData
*/
class CCBoneData : public CCBaseData
{
public:
CS_CREATE_NO_PARAM(CCBoneData)
public:
CCBoneData(void);
~CCBoneData(void);
virtual bool init();
void addDisplayData(CCDisplayData *displayData);
CCDisplayData *getDisplayData(int index);
public:
std::string name;//! the bone's name
std::string parentName;//! the bone parent's name
CCArray displayDataList;//! save CCDisplayData informations for the CCBone
};
/**
* CCArmatureData saved the CCArmature name and Bonedatas needed for the Bones in this CCArmature
* When we create a CCArmature, we need to get each CCBone's CCBoneData as it's init information.
* So we can get a CCBoneData from the CCDictionary saved in the CCArmatureData.
*/
class CCArmatureData : public CCObject
{
public:
CS_CREATE_NO_PARAM(CCArmatureData)
public:
CCArmatureData();
~CCArmatureData();
bool init();
void addBoneData(CCBoneData *boneData);
CCBoneData *getBoneData(const char *boneName);
public:
std::string name;
CCDictionary boneDataDic;
CCArray boneList;
};
class CCFrameData : public CCBaseData
{
public:
CS_CREATE_NO_PARAM_NO_INIT(CCFrameData)
public:
CCFrameData();
~CCFrameData();
virtual void copy(CCFrameData *frameData);
public:
int duration; //! The frame will last m_iDuration frames
CCTweenType tweenEasing; //! Every frame's tween easing effect
/**
* The current display index when change to this frame.
* If value is -1, then display will not show.
*/
int displayIndex;
/**
* m_strMovement, m_strEvent, m_strSound, m_strSoundEffect do not support yet
*/
std::string m_strMovement;
std::string m_strEvent;
std::string m_strSound;
std::string m_strSoundEffect;
};
class CCMovementBoneData : public CCObject
{
public:
CS_CREATE_NO_PARAM(CCMovementBoneData)
public:
CCMovementBoneData();
~CCMovementBoneData(void);
virtual bool init();
void addFrameData(CCFrameData *frameData);
CCFrameData *getFrameData(int index);
public:
float delay;//! movement delay percent, this value can produce a delay effect
float scale;//! scale this movement
float duration;//! this CCBone in this movement will last m_iDuration frames
std::string name;//! bone name
CCArray frameList;
};
class CCMovementData : public CCObject
{
public:
CS_CREATE_NO_PARAM_NO_INIT(CCMovementData)
public:
CCMovementData(void);
~CCMovementData(void);
void addMovementBoneData(CCMovementBoneData *movBoneData);
CCMovementBoneData *getMovementBoneData(const char *boneName);
public:
std::string name;
int duration; //! the frames this movement will last
/**
* Change to this movement will last m_iDurationTo frames. Use this effect can avoid too suddenly changing.
*
* Example : current movement is "stand", we want to change to "run", then we fill m_iDurationTo frames before
* change to "run" instead of changing to "run" directly.
*/
int durationTo;
/*
* This is different from m_iDuration, m_iDurationTween contain tween effect.
*
* Example : If we edit 10 frames in the flash, then m_iDuration is 10. When we set m_iDurationTween to 50, the movement will last 50 frames, the extra 40 frames will auto filled with tween effect
*/
int durationTween;
bool loop; //! whether the movement is looped
/**
* Which tween easing effect the movement use
* TWEEN_EASING_MAX : use the value from CCMovementData get from flash design panel
*/
CCTweenType tweenEasing;
/**
* @briefsave movment bone datas
* @keystd::string
* @valueCCMovementBoneData *
*/
CCDictionary movBoneDataDic;
};
/**
* CCAnimationData include all movement infomation for the CCArmature
* The struct is CCAnimationData -> CCMovementData -> CCMovementBoneData -> CCFrameData
* -> MovementFrameData
*/
class CCAnimationData : public CCObject
{
public:
CS_CREATE_NO_PARAM_NO_INIT(CCAnimationData)
public:
CCAnimationData(void);
~CCAnimationData(void);
void release();
void retain();
void addMovement(CCMovementData *movData);
CCMovementData *getMovement(const char *movementName);
int getMovementCount();
public:
std::string name;
CCDictionary movementDataDic;
std::vector<std::string> movementNames;
};
struct CCContourVertex2 : public CCObject
{
CCContourVertex2(float x, float y)
{
this->x = x;
this->y = y;
}
float x;
float y;
};
/*
* CCContourData include a contour vertex information
*/
class CCContourData : public CCObject
{
public:
CS_CREATE_NO_PARAM(CCContourData)
public:
CCContourData();
~CCContourData(void);
virtual bool init();
public:
CCArray vertexList;//! Save contour vertex info, vertex saved in a CCPoint
};
/*
* CCTextureData include a texture's information
*/
class CCTextureData : public CCObject
{
public:
CS_CREATE_NO_PARAM(CCTextureData)
public:
CCTextureData();
~CCTextureData(void);
virtual bool init();
void addContourData(CCContourData *contourData);
CCContourData *getContourData(int index);
public:
float height;//! The texture's width, height
float width;
float pivotX;//! The texture's anchor point
float pivotY;
std::string name;//! The texture's name
CCArray contourDataList;
};
NS_CC_EXT_END
#endif /*__CCARMATURE_DATAS_H__*/