format and manage armature configuration and armature animation More...
#include <CCArmatureDataManager.h>
Public Member Functions | |
virtual bool | init () |
Init ArmatureDataManager. More... | |
void | addArmatureData (const std::string &id, ArmatureData *armatureData, const std::string &configFilePath="") |
Add armature data. More... | |
ArmatureData * | getArmatureData (const std::string &id) |
get armature data More... | |
void | removeArmatureData (const std::string &id) |
remove armature data More... | |
void | addAnimationData (const std::string &id, AnimationData *animationData, const std::string &configFilePath="") |
add animation data More... | |
AnimationData * | getAnimationData (const std::string &id) |
get animation data from _animationDatas(Dictionary) More... | |
void | removeAnimationData (const std::string &id) |
remove animation data More... | |
void | addTextureData (const std::string &id, TextureData *textureData, const std::string &configFilePath="") |
add texture data More... | |
TextureData * | getTextureData (const std::string &id) |
get texture data More... | |
void | removeTextureData (const std::string &id) |
remove texture data More... | |
void | addArmatureFileInfo (const std::string &configFilePath) |
Add ArmatureFileInfo, it is managed by ArmatureDataManager. More... | |
void | addArmatureFileInfoAsync (const std::string &configFilePath, cocos2d::Ref *target, cocos2d::SEL_SCHEDULE selector) |
Add ArmatureFileInfo, it is managed by ArmatureDataManager. More... | |
void | addArmatureFileInfo (const std::string &imagePath, const std::string &plistPath, const std::string &configFilePath) |
Add ArmatureFileInfo, it is managed by ArmatureDataManager. More... | |
void | addArmatureFileInfoAsync (const std::string &imagePath, const std::string &plistPath, const std::string &configFilePath, cocos2d::Ref *target, cocos2d::SEL_SCHEDULE selector) |
Add ArmatureFileInfo, it is managed by ArmatureDataManager. More... | |
void | addSpriteFrameFromFile (const std::string &plistPath, const std::string &imagePath, const std::string &configFilePath="") |
Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name. More... | |
virtual void | removeArmatureFileInfo (const std::string &configFilePath) |
bool | isAutoLoadSpriteFile () |
Juge whether or not need auto load sprite file. More... | |
const cocos2d::Map < std::string, ArmatureData * > & | getArmatureDatas () const |
const cocos2d::Map < std::string, AnimationData * > & | getAnimationDatas () const |
const cocos2d::Map < std::string, TextureData * > & | getTextureDatas () const |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
void | release () |
Release the ownership immediately. More... | |
local | release () |
Release the ownership immediately. More... | |
Ref * | autorelease () |
Release the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Static Public Member Functions | |
static CC_DEPRECATED_ATTRIBUTE ArmatureDataManager * | sharedArmatureDataManager () |
static CC_DEPRECATED_ATTRIBUTE void | purge () |
static ArmatureDataManager * | getInstance () |
static void | destroyInstance () |
Protected Member Functions | |
void | addRelativeData (const std::string &configFilePath) |
RelativeData * | getRelativeData (const std::string &configFilePath) |
Protected Member Functions inherited from Ref | |
Ref () | |
Constructor. More... | |
Ref () | |
Constructor. More... | |
Additional Inherited Members | |
Protected Attributes inherited from Ref | |
unsigned int | _referenceCount |
count of references More... | |
format and manage armature configuration and armature animation
void addAnimationData | ( | const std::string & | id, |
AnimationData * | animationData, | ||
const std::string & | configFilePath = "" |
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) |
void addArmatureData | ( | const std::string & | id, |
ArmatureData * | armatureData, | ||
const std::string & | configFilePath = "" |
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) |
Add armature data.
id | The id of the armature data |
armatureData | ArmatureData * |
void addArmatureFileInfo | ( | const std::string & | configFilePath) |
Add ArmatureFileInfo, it is managed by ArmatureDataManager.
void addArmatureFileInfo | ( | const std::string & | imagePath, |
const std::string & | plistPath, | ||
const std::string & | configFilePath | ||
) |
Add ArmatureFileInfo, it is managed by ArmatureDataManager.
void addArmatureFileInfoAsync | ( | const std::string & | configFilePath, |
cocos2d::Ref * | target, | ||
cocos2d::SEL_SCHEDULE | selector | ||
) |
Add ArmatureFileInfo, it is managed by ArmatureDataManager.
It will load data in a new thread
void addArmatureFileInfoAsync | ( | const std::string & | imagePath, |
const std::string & | plistPath, | ||
const std::string & | configFilePath, | ||
cocos2d::Ref * | target, | ||
cocos2d::SEL_SCHEDULE | selector | ||
) |
Add ArmatureFileInfo, it is managed by ArmatureDataManager.
It will load data in a new thread
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protected |
void addSpriteFrameFromFile | ( | const std::string & | plistPath, |
const std::string & | imagePath, | ||
const std::string & | configFilePath = "" |
||
) |
Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name.
void addTextureData | ( | const std::string & | id, |
TextureData * | textureData, | ||
const std::string & | configFilePath = "" |
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) |
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static |
AnimationData* getAnimationData | ( | const std::string & | id) |
get animation data from _animationDatas(Dictionary)
id | the id of the animation data you want to get |
const cocos2d::Map<std::string, AnimationData*> & getAnimationDatas |
( | ) | const |
ArmatureData* getArmatureData | ( | const std::string & | id) |
const cocos2d::Map<std::string, ArmatureData*> & getArmatureDatas |
( | ) | const |
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static |
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protected |
TextureData* getTextureData | ( | const std::string & | id) |
const cocos2d::Map<std::string, TextureData*>& getTextureDatas |
( | ) | const |
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virtual |
Init ArmatureDataManager.
bool isAutoLoadSpriteFile | ( | ) |
Juge whether or not need auto load sprite file.
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inlinestatic |
void removeAnimationData | ( | const std::string & | id) |
remove animation data
id | the id of the animation data |
void removeArmatureData | ( | const std::string & | id) |
remove armature data
id | the id of the armature data you want to get |
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virtual |
void removeTextureData | ( | const std::string & | id) |
remove texture data
id | the id of the texture data you want to get |
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inlinestatic |