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211 lines
6.3 KiB
211 lines
6.3 KiB
/****************************************************************************
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Copyright (c) 2012-2020 DragonBones team and other contributors
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Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef DRAGONBONES_CC_ARMATURE_DISPLAY_CONTAINER_H
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#define DRAGONBONES_CC_ARMATURE_DISPLAY_CONTAINER_H
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#include <map>
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#include <utility>
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#include <vector>
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#include "IOTypedArray.h"
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#include "MiddlewareManager.h"
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#include "base/RefCounted.h"
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#include "base/RefMap.h"
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#include "bindings/event/EventDispatcher.h"
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#include "dragonbones-creator-support/CCSlot.h"
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#include "dragonbones/DragonBonesHeaders.h"
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#include "middleware-adapter.h"
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namespace cc {
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class RenderEntity;
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class RenderDrawInfo;
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class Material;
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class Texture2D;
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}; // namespace cc
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* CCArmatureDisplay is a armature tree.It can add or remove a childArmature.
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* It will not save vertices and indices.Only CCSlot will save these info.
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* And CCArmatureDisplay will traverse all tree node and calculate render data.
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*/
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class CCArmatureDisplay : public cc::RefCounted, public virtual IArmatureProxy {
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DRAGONBONES_DISALLOW_COPY_AND_ASSIGN(CCArmatureDisplay)
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public:
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/**
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* @internal
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*/
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static CCArmatureDisplay *create();
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private:
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void traverseArmature(Armature *armature, float parentOpacity = 1.0F);
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protected:
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bool _debugDraw = false;
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Armature *_armature = nullptr;
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public:
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CCArmatureDisplay();
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~CCArmatureDisplay() override;
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/**
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* @inheritDoc
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*/
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void dbInit(Armature *armature) override;
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/**
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* @inheritDoc
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*/
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void dbClear() override;
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/**
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* @inheritDoc
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*/
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void dbUpdate() override;
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/**
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* @inheritDoc
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*/
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void dbRender() override;
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/**
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* @inheritDoc
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*/
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void dispose() override;
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/**
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* @inheritDoc
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*/
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bool hasDBEventListener(const std::string &type) const override;
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/**
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* @inheritDoc
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*/
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void dispatchDBEvent(const std::string &type, EventObject *value) override;
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/**
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* @inheritDoc
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*/
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void addDBEventListener(const std::string &type, const std::function<void(EventObject *)> &listener) override;
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/**
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* @inheritDoc
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*/
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void removeDBEventListener(const std::string &type, const std::function<void(EventObject *)> &listener) override;
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using dbEventCallback = std::function<void(EventObject *)>;
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void setDBEventCallback(dbEventCallback callback) {
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_dbEventCallback = std::move(callback);
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}
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/**
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* @inheritDoc
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*/
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inline Armature *getArmature() const override {
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return _armature;
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}
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/**
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* @inheritDoc
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*/
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inline Animation *getAnimation() const override {
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return _armature->getAnimation();
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}
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/**
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* @return debug data,it's a Float32Array,
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* format |debug bones length|[beginX|beginY|toX|toY|...loop...]
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*/
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se_object_ptr getDebugData() const;
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/**
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* @return shared buffer offset, it's a Uint32Array
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* format |render info offset|attach info offset|
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*/
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se_object_ptr getSharedBufferOffset() const;
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void setColor(float r, float g, float b, float a);
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void setDebugBonesEnabled(bool enabled) {
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_debugDraw = enabled;
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}
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void setBatchEnabled(bool enabled);
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void setAttachEnabled(bool enabled) {
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_useAttach = enabled;
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}
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void setOpacityModifyRGB(bool value) {
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_premultipliedAlpha = value;
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}
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/**
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* @brief Convert component position to global position.
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* @param[in] pos Component position
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* @return Global position
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*/
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const cc::Vec2 &convertToRootSpace(float x, float y) const;
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/**
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* @return root display,if this diplay is root,then return itself.
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*/
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CCArmatureDisplay *getRootDisplay();
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cc::RenderDrawInfo *requestDrawInfo(int idx);
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cc::Material *requestMaterial(uint16_t blendSrc, uint16_t blendDst);
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void setMaterial(cc::Material *material);
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void setRenderEntity(cc::RenderEntity *entity);
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private:
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std::map<std::string, bool> _listenerIDMap;
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int _preBlendMode = -1;
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int _curBlendSrc = -1;
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int _curBlendDst = -1;
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cc::Texture2D *_preTexture = nullptr;
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cc::Texture2D *_curTexture = nullptr;
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cc::RenderDrawInfo *_curDrawInfo = nullptr;
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int _preISegWritePos = -1;
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int _curISegLen = 0;
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int _debugSlotsLen = 0;
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int _materialLen = 0;
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bool _useAttach = false;
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bool _premultipliedAlpha = false;
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bool _enableBatch = false;
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// NOTE: We bind Vec2 to make JS deserialization works, we need to return const reference in convertToRootSpace method,
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// because returning Vec2 JSB object on stack to JS will let JS get mess data.
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mutable cc::Vec2 _tmpVec2;
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//
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cc::middleware::Color4F _nodeColor = cc::middleware::Color4F::WHITE;
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dbEventCallback _dbEventCallback = nullptr;
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cc::middleware::IOTypedArray *_sharedBufferOffset = nullptr;
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cc::middleware::IOTypedArray *_debugBuffer = nullptr;
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cc::RenderEntity *_entity = nullptr;
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cc::Material *_material = nullptr;
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ccstd::vector<cc::RenderDrawInfo *> _drawInfoArray;
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ccstd::unordered_map<uint32_t, cc::Material *> _materialCaches;
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};
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DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_CC_ARMATURE_DISPLAY_CONTAINER_H
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