#include <CCArmatureAnimation.h>
Public Member Functions | |
CCArmatureAnimation () | |
virtual | ~CCArmatureAnimation (void) |
var | ~CCArmatureAnimation () |
virtual bool | init (CCArmature *armature) |
Init with a CCArmature. More... | |
var | init ( var armature) |
Init with a CCArmature. More... | |
virtual void | setAnimationScale (float animationScale) |
Scale animation play speed. More... | |
virtual float | getAnimationScale () const |
virtual void | setSpeedScale (float speedScale) |
Scale animation play speed. More... | |
virtual float | getSpeedScale () const |
virtual void | setAnimationInternal (float animationInternal) |
The animation update speed. More... | |
void | play (const char *animationName, int durationTo=-1, int durationTween=-1, int loop=-1, int tweenEasing=TWEEN_EASING_MAX) |
Play animation by animation name. More... | |
var | play ( var animationName, var 1, var 1, var 1, var TWEEN_EASING_MAX) |
Play animation by animation name. More... | |
void | playByIndex (int animationIndex, int durationTo=-1, int durationTween=-1, int loop=-1, int tweenEasing=TWEEN_EASING_MAX) |
Play animation by index, the other param is the same to play. More... | |
virtual void | pause () |
Pause the Process. More... | |
virtual void | resume () |
Resume the Process. More... | |
var | resume () |
Resume the Process. More... | |
virtual void | stop () |
Stop the Process. More... | |
var | stop () |
Stop the Process. More... | |
int | getMovementCount () |
Get movement count. More... | |
var | getMovementCount () |
Get movement count. More... | |
void | update (float dt) |
You should never call this function, unless you know what you do Update the Process, include current process, current frame and son on. More... | |
std::string | getCurrentMovementID () |
Get current movementID. More... | |
var | getCurrentMovementID () |
Get current movementID. More... | |
void | setMovementEventCallFunc (CCObject *target, SEL_MovementEventCallFunc callFunc) |
Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(NULL, NULL);. More... | |
var | setMovementEventCallFunc ( var target, var callFunc) |
Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(NULL, NULL);. More... | |
void | setFrameEventCallFunc (CCObject *target, SEL_FrameEventCallFunc callFunc) |
Set armature's frame event callback function To disconnect this event, just setFrameEventCallFunc(NULL, NULL);. More... | |
virtual CCAnimationData * | getAnimationData (void) |
getAnimationData More... | |
virtual void | setAnimationData (CCAnimationData *var) |
setAnimationData More... | |
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CCProcessBase (void) | |
~CCProcessBase (void) | |
virtual void | play (void *animation, int durationTo, int durationTween, int loop, int tweenEasing) |
Play animation by animation name. More... | |
virtual void | gotoFrame (int frameIndex) |
virtual int | getCurrentFrameIndex () |
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CCObject (void) | |
virtual | ~CCObject (void) |
void | release (void) |
void | retain (void) |
CCObject * | autorelease (void) |
CCObject * | copy (void) |
bool | isSingleReference (void) const |
unsigned int | retainCount (void) const |
virtual bool | isEqual (const CCObject *pObject) |
virtual void | acceptVisitor (CCDataVisitor &visitor) |
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virtual CCObject * | copyWithZone (CCZone *pZone) |
Static Public Member Functions | |
static CCArmatureAnimation * | create (CCArmature *armature) |
@ More... | |
Public Attributes | |
float | m_fSpeedScale |
Scale the animation speed. More... | |
var | m_fSpeedScale |
Scale the animation speed. More... | |
CCMovementData * | m_pMovementData |
CCArmature * | m_pArmature |
CCMovementData save all MovementFrameDatas this animation used. More... | |
var | m_pArmature |
CCMovementData save all MovementFrameDatas this animation used. More... | |
std::string | m_strMovementID |
A weak reference of armature. More... | |
int | m_iToIndex |
Current movment's name. More... | |
CCArray * | m_pTweenList |
The frame index in CCMovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex. More... | |
var | m_pTweenList |
The frame index in CCMovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex. More... | |
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virtual float | getProcessScale (void)\n\n public |
getProcessScale More... | |
virtual bool | getIsPause (void)\n\n public |
getIsPause More... | |
virtual bool | getIsComplete (void)\n\n public |
getIsComplete More... | |
virtual bool | getIsPlaying (void)\n\n public |
getIsPlaying More... | |
virtual float | getCurrentPercent (void)\n\n public |
getCurrentPercent More... | |
virtual int | getRawDuration (void)\n\n public |
getRawDuration More... | |
virtual AnimationType | getLoopType (void)\n\n public |
getLoopType More... | |
virtual CCTweenType | getTweenEasing (void)\n\n public |
getTweenEasing More... | |
virtual float | getAnimationInternal (void)\n\n public |
getAnimationInternal More... | |
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unsigned int | m_uID |
int | m_nLuaID |
Protected Member Functions | |
void | updateHandler () |
Update(float dt) will call this handler, you can handle your logic here. More... | |
void | updateFrameData (float currentPercent) |
Update current key frame, and process auto stop, pause. More... | |
void | frameEvent (CCBone *bone, const char *frameEventName, int originFrameIndex, int currentFrameIndex) |
Emit a frame event. More... | |
Protected Attributes | |
CCAnimationData * | m_pAnimationData |
CCAnimationData save all MovementDatas this animation used. More... | |
var | m_pAnimationData |
CCAnimationData save all MovementDatas this animation used. More... | |
SEL_MovementEventCallFunc | m_sMovementEventCallFunc |
MovementEvent CallFunc. More... | |
SEL_FrameEventCallFunc | m_sFrameEventCallFunc |
FrameEvent CallFunc. More... | |
var | m_sFrameEventCallFunc |
FrameEvent CallFunc. More... | |
CCObject * | m_sMovementEventTarget |
CCObject * | m_sFrameEventTarget |
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float | m_fProcessScale |
Scale the process speed. More... | |
bool | m_bIsPause |
Set and get whether the aniamtion is pause. More... | |
bool | m_bIsComplete |
Set and get whether the aniamtion is complete. More... | |
bool | m_bIsPlaying |
Set and get whether the aniamtion is playing. More... | |
float | m_fCurrentPercent |
Current percent this process arrived. More... | |
int | m_iRawDuration |
The raw duration. More... | |
AnimationType | m_eLoopType |
The animation whether or not loop. More... | |
CCTweenType | m_eTweenEasing |
The tween easing effect. More... | |
float | m_fAnimationInternal |
The animation update speed. More... | |
int | m_iDurationTween |
The durantion frame count will run. More... | |
float | m_fCurrentFrame |
Current frame this process arrived, this frame is tween frame. More... | |
int | m_iCurFrameIndex |
Frame index it the time line. More... | |
int | m_iNextFrameIndex |
Next frame this process need run to. More... | |
bool | m_bIsLoopBack |
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unsigned int | m_uReference |
unsigned int | m_uAutoReleaseCount |
Friends | |
class | CCTween |
var CCArmatureAnimation | ( | ) |
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Emit a frame event.
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getAnimationData
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getAnimationData
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std::string getCurrentMovementID | ( | ) |
Get current movementID.
var getCurrentMovementID | ( | ) |
Get current movementID.
int getMovementCount | ( | ) |
Get movement count.
var getMovementCount | ( | ) |
Get movement count.
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Init with a CCArmature.
armature | The CCArmature CCArmatureAnimation will bind to |
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Init with a CCArmature.
armature | The CCArmature CCArmatureAnimation will bind to |
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Pause the Process.
Reimplemented from CCProcessBase.
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Pause the Process.
Reimplemented from CCProcessBase.
void play | ( | const char * | animationName, |
int | durationTo = -1 , |
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int | durationTween = -1 , |
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int | loop = -1 , |
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int | tweenEasing = TWEEN_EASING_MAX |
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Play animation by animation name.
animationName | The animation name you want to play |
durationTo | The frames between two animation changing-over. It's meaning is changing to this animation need how many frames |
-1 : use the value from CCMovementData get from flash design panel
durationTween | The frame count you want to play in the game. if _durationTween is 80, then the animation will played 80 frames in a loop |
-1 : use the value from CCMovementData get from flash design panel
loop | Whether the animation is loop loop < 0 : use the value from CCMovementData get from flash design panel loop = 0 : this animation is not loop loop > 0 : this animation is loop |
tweenEasing | CCTween easing is used for calculate easing effect TWEEN_EASING_MAX : use the value from CCMovementData get from flash design panel -1 : fade out 0 : line 1 : fade in 2 : fade in and out |
var play | ( | var | animationName, |
var | durationTo = -1 , |
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var | durationTween = -1 , |
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var | loop = -1 , |
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var | tweenEasing = TWEEN_EASING_MAX |
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Play animation by animation name.
animationName | The animation name you want to play |
durationTo | The frames between two animation changing-over. It's meaning is changing to this animation need how many frames |
-1 : use the value from CCMovementData get from flash design panel
durationTween | The frame count you want to play in the game. if _durationTween is 80, then the animation will played 80 frames in a loop |
-1 : use the value from CCMovementData get from flash design panel
loop | Whether the animation is loop loop < 0 : use the value from CCMovementData get from flash design panel loop = 0 : this animation is not loop loop > 0 : this animation is loop |
tweenEasing | CCTween easing is used for calculate easing effect TWEEN_EASING_MAX : use the value from CCMovementData get from flash design panel -1 : fade out 0 : line 1 : fade in 2 : fade in and out |
void playByIndex | ( | int | animationIndex, |
int | durationTo = -1 , |
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int | durationTween = -1 , |
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int | loop = -1 , |
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int | tweenEasing = TWEEN_EASING_MAX |
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Play animation by index, the other param is the same to play.
_animationIndex | the animation index you want to play |
var playByIndex | ( | var | animationIndex, |
var | durationTo = -1 , |
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var | durationTween = -1 , |
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var | loop = -1 , |
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var | tweenEasing = TWEEN_EASING_MAX |
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Play animation by index, the other param is the same to play.
_animationIndex | the animation index you want to play |
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Resume the Process.
Reimplemented from CCProcessBase.
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Resume the Process.
Reimplemented from CCProcessBase.
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setAnimationData
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setAnimationData
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The animation update speed.
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The animation update speed.
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Scale animation play speed.
animationScale | Scale value |
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Scale animation play speed.
animationScale | Scale value |
void setFrameEventCallFunc | ( | CCObject * | target, |
SEL_FrameEventCallFunc | callFunc | ||
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Set armature's frame event callback function To disconnect this event, just setFrameEventCallFunc(NULL, NULL);.
var setFrameEventCallFunc | ( | var | target, |
var | callFunc | ||
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Set armature's frame event callback function To disconnect this event, just setFrameEventCallFunc(NULL, NULL);.
void setMovementEventCallFunc | ( | CCObject * | target, |
SEL_MovementEventCallFunc | callFunc | ||
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Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(NULL, NULL);.
var setMovementEventCallFunc | ( | var | target, |
var | callFunc | ||
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Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(NULL, NULL);.
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Scale animation play speed.
animationScale | Scale value |
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Scale animation play speed.
animationScale | Scale value |
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Stop the Process.
Reimplemented from CCProcessBase.
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Stop the Process.
Reimplemented from CCProcessBase.
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You should never call this function, unless you know what you do Update the Process, include current process, current frame and son on.
The | duration since last update |
Reimplemented from CCProcessBase.
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You should never call this function, unless you know what you do Update the Process, include current process, current frame and son on.
The | duration since last update |
Reimplemented from CCProcessBase.
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Update current key frame, and process auto stop, pause.
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Update(float dt) will call this handler, you can handle your logic here.
Reimplemented from CCProcessBase.
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float m_fSpeedScale |
Scale the animation speed.
var m_fSpeedScale |
Scale the animation speed.
int m_iToIndex |
Current movment's name.
var m_iToIndex |
Current movment's name.
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CCAnimationData save all MovementDatas this animation used.
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CCAnimationData save all MovementDatas this animation used.
CCArmature* m_pArmature |
CCMovementData save all MovementFrameDatas this animation used.
var m_pArmature |
CCMovementData save all MovementFrameDatas this animation used.
CCMovementData* m_pMovementData |
var m_pMovementData |
CCArray* m_pTweenList |
The frame index in CCMovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex.
var m_pTweenList |
The frame index in CCMovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex.
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FrameEvent CallFunc.
CCBone*,a | CCBone |
const | char*, the name of this frame event |
int,origin | frame index |
int,current | frame index, animation may be delayed |
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FrameEvent CallFunc.
CCBone*,a | CCBone |
const | char*, the name of this frame event |
int,origin | frame index |
int,current | frame index, animation may be delayed |
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MovementEvent CallFunc.
CCArmature* | a CCArmature |
MovementEventType,Event | Type, like START, COMPLETE. |
const | char*, Movement ID, also called Movement Name |
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MovementEvent CallFunc.
CCArmature* | a CCArmature |
MovementEventType,Event | Type, like START, COMPLETE. |
const | char*, Movement ID, also called Movement Name |
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std::string m_strMovementID |
A weak reference of armature.
var m_strMovementID |
A weak reference of armature.