#include <CCArmatureAnimation.h>
Public Member Functions | |
| ArmatureAnimation () | |
| virtual | ~ArmatureAnimation (void) |
| virtual bool | init (Armature *armature) |
| Init with a Armature. 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... | |
| local | setSpeedScale ( local speedScale) |
| Scale animation play speed. More... | |
| virtual float | getSpeedScale () const |
| virtual void | setAnimationInternal (float animationInternal) |
| The animation update speed. More... | |
| virtual void | play (const std::string &animationName, int durationTo=-1, int loop=-1) |
| Play animation by animation name. More... | |
| local | play ( local animationName, local 1, local 1) |
| Play animation by animation name. More... | |
| virtual void | playByIndex (int animationIndex, int durationTo=-1, int loop=-1) |
| Play animation by index, the other param is the same to play. More... | |
| local | playByIndex ( local animationIndex, local 1, local 1) |
| Play animation by index, the other param is the same to play. More... | |
| virtual void | playWithIndex (int animationIndex, int durationTo=-1, int loop=-1) |
| virtual void | playWithNames (const std::vector< std::string > &movementNames, int durationTo=-1, bool loop=true) |
| virtual void | playWithIndexes (const std::vector< int > &movementIndexes, int durationTo=-1, bool loop=true) |
| virtual void | gotoAndPlay (int frameIndex) |
| Go to specified frame and play current movement. More... | |
| virtual void | gotoAndPause (int frameIndex) |
| Go to specified frame and pause current movement. More... | |
| virtual void | pause () |
| Pause the Process. More... | |
| virtual void | resume () |
| Resume the Process. More... | |
| virtual void | stop () |
| Stop the Process. More... | |
| local | stop () |
| Stop the Process. More... | |
| ssize_t | getMovementCount () const |
| 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 () const |
| Get current movementID. More... | |
| void | setMovementEventCallFunc (cocos2d::Ref *target, SEL_MovementEventCallFunc callFunc) |
| Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(nullptr, nullptr);. More... | |
| var | setMovementEventCallFunc ( var target, var callFunc) |
| Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(nullptr, nullptr);. More... | |
| local | setMovementEventCallFunc ( local target, local callFunc) |
| Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(nullptr, nullptr);. More... | |
| void | setFrameEventCallFunc (cocos2d::Ref *target, SEL_FrameEventCallFunc callFunc) |
| Set armature's frame event callback function To disconnect this event, just setFrameEventCallFunc(nullptr, nullptr);. More... | |
| void | setMovementEventCallFunc (std::function< void(Armature *armature, MovementEventType movementType, const std::string &movementID)> listener) |
| var | setMovementEventCallFunc ( var armature, var movementType, var listener) |
| local | setMovementEventCallFunc ( local armature, local movementType, local listener) |
| void | setFrameEventCallFunc (std::function< void(Bone *bone, const std::string &frameEventName, int originFrameIndex, int currentFrameIndex)> listener) |
| virtual void | setAnimationData (AnimationData *data) |
| local | setAnimationData ( local data) |
| virtual AnimationData * | getAnimationData () const |
| local | getAnimationData () |
| virtual Ref * | getUserObject () |
| Returns a user assigned Object. More... | |
| virtual const Ref * | getUserObject () const |
| virtual void | setUserObject (Ref *userObject) |
| Returns a user assigned Object. More... | |
| local | setUserObject ( local userObject) |
| Returns a user assigned Object. More... | |
Public Member Functions inherited from ProcessBase | |
| ProcessBase (void) | |
| virtual | ~ProcessBase (void) |
| virtual void | play (int durationTo, int durationTween, int loop, int tweenEasing) |
| Play animation by animation name. More... | |
| virtual int | getCurrentFrameIndex () |
| virtual void | setProcessScale (float processScale) |
| virtual float | getProcessScale () const |
| virtual void | setIsPause (bool pause) |
| virtual bool | isPause () const |
| virtual void | setIsComplete (bool complete) |
| virtual bool | isComplete () const |
| virtual void | setIsPlaying (bool playing) |
| virtual bool | isPlaying () const |
| virtual float | getCurrentPercent () const |
| virtual int | getRawDuration () const |
Public Member Functions inherited from Ref | |
| void | retain () |
| Retains the ownership. More... | |
| void | release () |
| Releases the ownership immediately. More... | |
| Ref * | autorelease () |
| Releases 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 ArmatureAnimation * | create (Armature *armature) |
| Create with a Armature. More... | |
| local | create ( local armature) |
| Create with a Armature. More... | |
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 (Bone *bone, const std::string &frameEventName, int originFrameIndex, int currentFrameIndex) |
| Emit a frame event. More... | |
| void | movementEvent (Armature *armature, MovementEventType movementType, const std::string &movementID) |
| Emit a movement event. More... | |
| void | updateMovementList () |
| bool | isIgnoreFrameEvent () const |
Protected Member Functions inherited from ProcessBase | |
| virtual void | gotoFrame (int frameIndex) |
Protected Member Functions inherited from Ref | |
| Ref () | |
| Constructor. More... | |
| Ref () | |
| Constructor. More... | |
Protected Attributes | |
| AnimationData * | _animationData |
| AnimationData save all MovementDatas this animation used. More... | |
| float | _speedScale |
| Scale the animation speed. More... | |
| MovementData * | _movementData |
| Armature * | _armature |
| MovementData save all MovementFrameDatas this animation used. More... | |
| std::string | _movementID |
| A weak reference of armature. More... | |
| int | _toIndex |
| Current movment's name. More... | |
| var | _toIndex |
| Current movment's name. More... | |
| local | _toIndex |
| Current movment's name. More... | |
| cocos2d::Vector< Tween * > | _tweenList |
| The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex. More... | |
| var | _tweenList |
| The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex. More... | |
| local | _tweenList |
| The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex. More... | |
| bool | _ignoreFrameEvent |
| std::queue< FrameEvent * > | _frameEventQueue |
| var | _frameEventQueue |
| local | _frameEventQueue |
| std::queue< MovementEvent * > | _movementEventQueue |
| std::vector< std::string > | _movementList |
| bool | _onMovementList |
| bool | _movementListLoop |
| unsigned int | _movementIndex |
| int | _movementListDurationTo |
| cocos2d::Ref * | _userObject |
| SEL_MovementEventCallFunc | _movementEventCallFunc |
| MovementEvent CallFunc. More... | |
| var | _movementEventCallFunc |
| MovementEvent CallFunc. More... | |
| SEL_FrameEventCallFunc | _frameEventCallFunc |
| FrameEvent CallFunc. More... | |
| cocos2d::Ref * | _movementEventTarget |
| cocos2d::Ref * | _frameEventTarget |
| std::function< void(Armature *armature, MovementEventType movementType, const std::string &movementID)> | _movementEventListener |
| std::function< void(Bone *bone, const std::string &frameEventName, int originFrameIndex, int currentFrameIndex)> | _frameEventListener |
Protected Attributes inherited from ProcessBase | |
| float | _processScale |
| Scale the process speed. More... | |
| bool | _isPause |
| Set and get whether the aniamtion is pause. More... | |
| bool | _isComplete |
| Set and get whether the aniamtion is complete. More... | |
| bool | _isPlaying |
| Set and get whether the aniamtion is playing. More... | |
| float | _currentPercent |
| Current percent this process arrived. More... | |
| int | _rawDuration |
| The raw duration. More... | |
| AnimationType | _loopType |
| The animation whether or not loop. More... | |
| cocos2d::tweenfunc::TweenType | _tweenEasing |
| The tween easing effect. More... | |
| float | _animationInternal |
| The animation update speed. More... | |
| int | _durationTween |
| The durantion frame count will run. More... | |
| float | _currentFrame |
| Current frame this process arrived, this frame is tween frame. More... | |
| int | _curFrameIndex |
| Frame index it the time line. More... | |
| int | _nextFrameIndex |
| Next frame this process need run to. More... | |
| bool | _isLoopBack |
Protected Attributes inherited from Ref | |
| unsigned int | _referenceCount |
| count of references More... | |
| var | _referenceCount |
| count of references More... | |
| local | _referenceCount |
| count of references More... | |
Friends | |
| class | Tween |
| var ctor | ( | ) |
| local ArmatureAnimation | ( | ) |
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Create with a Armature.
| armature | The Armature ArmatureAnimation will bind to |
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Create with a Armature.
| armature | The Armature ArmatureAnimation will bind to |
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Create with a Armature.
| armature | The Armature ArmatureAnimation will bind to |
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Emit a frame event.
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| std::string getCurrentMovementID | ( | ) | const |
Get current movementID.
| var getCurrentMovementID | ( | ) |
Get current movementID.
| local getCurrentMovementID | ( | ) |
Get current movementID.
| ssize_t getMovementCount | ( | ) | const |
Get movement count.
| var getMovementCount | ( | ) |
Get movement count.
| local getMovementCount | ( | ) |
Get movement count.
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Returns a user assigned Object.
Similar to userData, but instead of holding a void* it holds an object
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Go to specified frame and pause current movement.
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Go to specified frame and pause current movement.
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Go to specified frame and pause current movement.
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Go to specified frame and play current movement.
You need first switch to the movement you want to play, then call this function.
example : playByIndex(0); gotoAndPlay(0); playByIndex(1); gotoAndPlay(0); gotoAndPlay(15);
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Go to specified frame and play current movement.
You need first switch to the movement you want to play, then call this function.
example : playByIndex(0); gotoAndPlay(0); playByIndex(1); gotoAndPlay(0); gotoAndPlay(15);
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Go to specified frame and play current movement.
You need first switch to the movement you want to play, then call this function.
example : playByIndex(0); gotoAndPlay(0); playByIndex(1); gotoAndPlay(0); gotoAndPlay(15);
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Init with a Armature.
| armature | The Armature ArmatureAnimation will bind to |
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Init with a Armature.
| armature | The Armature ArmatureAnimation will bind to |
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Init with a Armature.
| armature | The Armature ArmatureAnimation will bind to |
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Emit a movement event.
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Emit a movement event.
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Emit a movement event.
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Pause the Process.
Reimplemented from ProcessBase.
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Pause the Process.
Reimplemented from ProcessBase.
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Pause the Process.
Reimplemented from ProcessBase.
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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 MovementData get from flash design panel
| loop | Whether the animation is loop loop < 0 : use the value from MovementData get from flash design panel
loop = 0 : this animation is not loop
loop > 0 : this animation is loop |
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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 MovementData get from flash design panel
| loop | Whether the animation is loop loop < 0 : use the value from MovementData get from flash design panel
loop = 0 : this animation is not loop
loop > 0 : this animation is loop |
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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 MovementData get from flash design panel
| loop | Whether the animation is loop loop < 0 : use the value from MovementData get from flash design panel
loop = 0 : this animation is not loop
loop > 0 : this animation is loop |
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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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Play animation by index, the other param is the same to play.
| animationIndex | the animation index you want to play |
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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 ProcessBase.
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Resume the Process.
Reimplemented from ProcessBase.
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Resume the Process.
Reimplemented from ProcessBase.
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The animation update speed.
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The animation update speed.
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The animation update speed.
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Scale animation play speed.
This method is deprecated, please use setSpeedScale.
| animationScale | Scale value |
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Scale animation play speed.
This method is deprecated, please use setSpeedScale.
| animationScale | Scale value |
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Scale animation play speed.
This method is deprecated, please use setSpeedScale.
| animationScale | Scale value |
| void setFrameEventCallFunc | ( | cocos2d::Ref * | target, |
| SEL_FrameEventCallFunc | callFunc | ||
| ) |
Set armature's frame event callback function To disconnect this event, just setFrameEventCallFunc(nullptr, nullptr);.
| var setFrameEventCallFunc | ( | var | target, |
| var | callFunc | ||
| ) |
Set armature's frame event callback function To disconnect this event, just setFrameEventCallFunc(nullptr, nullptr);.
| local setFrameEventCallFunc | ( | local | target, |
| local | callFunc | ||
| ) |
Set armature's frame event callback function To disconnect this event, just setFrameEventCallFunc(nullptr, nullptr);.
| void setFrameEventCallFunc | ( | std::function< void(Bone *bone, const std::string &frameEventName, int originFrameIndex, int currentFrameIndex)> | listener | ) |
| var setFrameEventCallFunc | ( | var | listener | ) |
| local setFrameEventCallFunc | ( | local | listener | ) |
| void setMovementEventCallFunc | ( | cocos2d::Ref * | target, |
| SEL_MovementEventCallFunc | callFunc | ||
| ) |
Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(nullptr, nullptr);.
| var setMovementEventCallFunc | ( | var | target, |
| var | callFunc | ||
| ) |
Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(nullptr, nullptr);.
| local setMovementEventCallFunc | ( | local | target, |
| local | callFunc | ||
| ) |
Set armature's movement event callback function To disconnect this event, just setMovementEventCallFunc(nullptr, nullptr);.
| void setMovementEventCallFunc | ( | std::function< void(Armature *armature, MovementEventType movementType, const std::string &movementID)> | listener | ) |
| var setMovementEventCallFunc | ( | var | listener | ) |
| local setMovementEventCallFunc | ( | local | listener | ) |
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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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Scale animation play speed.
| animationScale | Scale value |
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Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese. The UserObject will be released in Node's destructure.
| userObject | A user assigned Object |
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Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese. The UserObject will be released in Node's destructure.
| userObject | A user assigned Object |
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Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese. The UserObject will be released in Node's destructure.
| userObject | A user assigned Object |
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Stop the Process.
Reimplemented from ProcessBase.
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Stop the Process.
Reimplemented from ProcessBase.
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Stop the Process.
Reimplemented from ProcessBase.
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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 ProcessBase.
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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 ProcessBase.
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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 ProcessBase.
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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 ProcessBase.
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AnimationData save all MovementDatas this animation used.
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AnimationData save all MovementDatas this animation used.
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AnimationData save all MovementDatas this animation used.
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MovementData save all MovementFrameDatas this animation used.
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MovementData save all MovementFrameDatas this animation used.
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MovementData save all MovementFrameDatas this animation used.
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FrameEvent CallFunc.
| Bone*,a | Bone |
| 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.
| Bone*,a | Bone |
| 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.
| Bone*,a | Bone |
| 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.
| Armature* | a Armature |
| MovementEventType,Event | Type, like START, COMPLETE. |
| const | char*, Movement ID, also called Movement Name |
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MovementEvent CallFunc.
| Armature* | a Armature |
| MovementEventType,Event | Type, like START, COMPLETE. |
| const | char*, Movement ID, also called Movement Name |
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MovementEvent CallFunc.
| Armature* | a Armature |
| MovementEventType,Event | Type, like START, COMPLETE. |
| const | char*, Movement ID, also called Movement Name |
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A weak reference of armature.
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A weak reference of armature.
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A weak reference of armature.
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Scale the animation speed.
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Scale the animation speed.
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Scale the animation speed.
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Current movment's name.
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Current movment's name.
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Current movment's name.
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The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex.
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The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex.
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The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex.
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