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- /****************************************************************************
- Copyright (c) 2013-2017 Chukong Technologies Inc.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #ifndef __CCDISPLAYMANAGER_H__
- #define __CCDISPLAYMANAGER_H__
- #include "editor-support/cocostudio/CCArmatureDefine.h"
- #include "editor-support/cocostudio/CCDecorativeDisplay.h"
- #include "editor-support/cocostudio/CCDatas.h"
- #include "editor-support/cocostudio/CocosStudioExport.h"
- namespace cocostudio {
- class Bone;
- /**! DisplayManager manages Bone's display
- * @js NA
- * @lua NA
- */
- class CC_STUDIO_DLL DisplayManager : public cocos2d::Ref
- {
- public:
- static DisplayManager *create(Bone *bone);
- public:
- DisplayManager();
- ~DisplayManager();
- bool init(Bone *bone);
- /**
- * Use BoneData to init the display list.
- * If display is a sprite, and it have texture info in the TextureData, then use TextureData to init the display's anchor point
- * If the display is a Armature, then create a new Armature
- */
- virtual void initDisplayList(BoneData *boneData);
- /**
- * Add display and use _DisplayData init the display.
- * If index already have a display, then replace it.
- * If index is current display index, then also change display to _index
- *
- * @param displayData it include the display information, like DisplayType.
- * If you want to create a sprite display, then create a SpriteDisplayData param
- *
- * @param index the index of the display you want to replace or add to
- * -1 : append display from back
- */
- void addDisplay(DisplayData *displayData, int index);
- void addDisplay(cocos2d::Node *display, int index);
- void removeDisplay(int index);
- const cocos2d::Vector<DecorativeDisplay*>& getDecorativeDisplayList() const;
- /*
- * @deprecated, please use changeDisplayWithIndex and changeDisplayWithName
- */
- CC_DEPRECATED_ATTRIBUTE void changeDisplayByIndex(int index, bool force);
- CC_DEPRECATED_ATTRIBUTE void changeDisplayByName(const std::string& name, bool force);
-
- /**
- * Change display by index. You can just use this method to change display in the display list.
- * The display list is just used for this bone, and it is the displays you may use in every frame.
- *
- * Note : if index is the same with prev index, the method will not effect
- *
- * @param index The index of the display you want to change
- * @param force If true, then force change display to specified display, or current display will set to display index edit in the flash every key frame.
- */
- void changeDisplayWithIndex(int index, bool force);
- void changeDisplayWithName(const std::string& name, bool force);
- cocos2d::Node *getDisplayRenderNode() const;
- DisplayType getDisplayRenderNodeType() const;
- int getCurrentDisplayIndex() const;
- virtual void setCurrentDecorativeDisplay(DecorativeDisplay *decoDisplay);
- virtual DecorativeDisplay *getCurrentDecorativeDisplay() const;
- virtual DecorativeDisplay *getDecorativeDisplayByIndex( int index) const;
- /**
- * Sets whether the display is visible
- * The default value is true, a node is default to visible
- *
- * @param visible true if the node is visible, false if the node is hidden.
- */
- virtual void setVisible(bool visible);
- /**
- * Determines if the display is visible
- *
- * @see setVisible(bool)
- * @return true if the node is visible, false if the node is hidden.
- */
- virtual bool isVisible() const;
- cocos2d::Size getContentSize() const;
- cocos2d::Rect getBoundingBox() const;
- cocos2d::Vec2 getAnchorPoint() const;
- cocos2d::Vec2 getAnchorPointInPoints() const;
- /**
- * Check if the position is inside the bone.
- */
- virtual bool containPoint(cocos2d::Vec2 &_point);
- /**
- * Check if the position is inside the bone.
- */
- virtual bool containPoint(float x, float y);
- virtual void setForceChangeDisplay(bool force) { _forceChangeDisplay = force; }
- virtual bool isForceChangeDisplay() const { return _forceChangeDisplay; }
- protected:
- cocos2d::Vector<DecorativeDisplay*> _decoDisplayList;
- //! Display render node.
- cocos2d::Node *_displayRenderNode;
- //! Display render node type
- DisplayType _displayType;
- //! Include current display information, like contour sprite, etc.
- DecorativeDisplay *_currentDecoDisplay;
- //! Current display index
- int _displayIndex;
- bool _forceChangeDisplay;
- //! Whether of not the bone is visible. Default is true
- bool _visible;
- Bone *_bone;
- };
- }
- #endif /*__CCDISPLAYMANAGER_H__*/
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