/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2017 DragonBones team and other contributors
*
* 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.
*/
using System;
using System.Collections.Generic;
namespace DragonBones
{
///
/// - The animation data.
///
/// DragonBones 3.0
/// en_US
///
/// - 动画数据。
///
/// DragonBones 3.0
/// zh_CN
public class AnimationData : BaseObject
{
///
/// - FrameIntArray.
///
///
///
public uint frameIntOffset;
///
/// - FrameFloatArray.
///
///
///
public uint frameFloatOffset;
///
/// - FrameArray.
///
///
///
public uint frameOffset;
///
/// - The frame count of the animation.
///
/// DragonBones 3.0
/// en_US
///
/// - 动画的帧数。
///
/// DragonBones 3.0
/// zh_CN
public uint frameCount;
///
/// - The play times of the animation. [0: Loop play, [1~N]: Play N times]
///
/// DragonBones 3.0
/// en_US
///
/// - 动画的播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
///
/// DragonBones 3.0
/// zh_CN
public uint playTimes;
///
/// - The duration of the animation. (In seconds)
///
/// DragonBones 3.0
/// en_US
///
/// - 动画的持续时间。 (以秒为单位)
///
/// DragonBones 3.0
/// zh_CN
public float duration;
///
public float scale;
///
/// - The fade in time of the animation. (In seconds)
///
/// DragonBones 3.0
/// en_US
///
/// - 动画的淡入时间。 (以秒为单位)
///
/// DragonBones 3.0
/// zh_CN
public float fadeInTime;
///
public float cacheFrameRate;
///
/// - The animation name.
///
/// DragonBones 3.0
/// en_US
///
/// - 动画名称。
///
/// DragonBones 3.0
/// zh_CN
public string name;
///
public readonly List cachedFrames = new List();
///
public readonly Dictionary> boneTimelines = new Dictionary>();
///
public readonly Dictionary> slotTimelines = new Dictionary>();
///
public readonly Dictionary> constraintTimelines = new Dictionary>();
///
public readonly Dictionary> boneCachedFrameIndices = new Dictionary>();
///
public readonly Dictionary> slotCachedFrameIndices = new Dictionary>();
///
public TimelineData actionTimeline = null; // Initial value.
///
public TimelineData zOrderTimeline = null; // Initial value.
///
public ArmatureData parent;
public AnimationData()
{
}
///
protected override void _OnClear()
{
foreach (var pair in boneTimelines)
{
for (int i = 0; i < pair.Value.Count; ++i)
{
pair.Value[i].ReturnToPool();
}
}
foreach (var pair in slotTimelines)
{
for (int i = 0; i < pair.Value.Count; ++i)
{
pair.Value[i].ReturnToPool();
}
}
foreach (var pair in constraintTimelines)
{
for (int i = 0; i < pair.Value.Count; ++i)
{
pair.Value[i].ReturnToPool();
}
}
if (this.actionTimeline != null)
{
this.actionTimeline.ReturnToPool();
}
if (this.zOrderTimeline != null)
{
this.zOrderTimeline.ReturnToPool();
}
this.frameIntOffset = 0;
this.frameFloatOffset = 0;
this.frameOffset = 0;
this.frameCount = 0;
this.playTimes = 0;
this.duration = 0.0f;
this.scale = 1.0f;
this.fadeInTime = 0.0f;
this.cacheFrameRate = 0.0f;
this.name = "";
this.boneTimelines.Clear();
this.slotTimelines.Clear();
this.constraintTimelines.Clear();
this.boneCachedFrameIndices.Clear();
this.slotCachedFrameIndices.Clear();
this.cachedFrames.Clear();
this.actionTimeline = null;
this.zOrderTimeline = null;
this.parent = null;
}
///
///
public void CacheFrames(float frameRate)
{
if (this.cacheFrameRate > 0.0f)
{
// TODO clear cache.
return;
}
this.cacheFrameRate = Math.Max((float)Math.Ceiling(frameRate * scale), 1.0f);
var cacheFrameCount = (int)Math.Ceiling(this.cacheFrameRate * duration) + 1; // Cache one more frame.
cachedFrames.ResizeList(0, false);
cachedFrames.ResizeList(cacheFrameCount, false);
foreach (var bone in this.parent.sortedBones)
{
var indices = new List(cacheFrameCount);
for (int i = 0, l = indices.Capacity; i < l; ++i)
{
indices.Add(-1);
}
this.boneCachedFrameIndices[bone.name] = indices;
}
foreach (var slot in this.parent.sortedSlots)
{
var indices = new List(cacheFrameCount);
for (int i = 0, l = indices.Capacity; i < l; ++i)
{
indices.Add(-1);
}
this.slotCachedFrameIndices[slot.name] = indices;
}
}
///
public void AddBoneTimeline(BoneData bone, TimelineData tiemline)
{
if (bone == null || tiemline == null)
{
return;
}
if (!this.boneTimelines.ContainsKey(bone.name))
{
this.boneTimelines[bone.name] = new List();
}
var timelines = this.boneTimelines[bone.name];
if (!timelines.Contains(tiemline))
{
timelines.Add(tiemline);
}
}
///
public void AddSlotTimeline(SlotData slot, TimelineData timeline)
{
if (slot == null || timeline == null)
{
return;
}
if (!this.slotTimelines.ContainsKey(slot.name))
{
this.slotTimelines[slot.name] = new List();
}
var timelines = this.slotTimelines[slot.name];
if (!timelines.Contains(timeline))
{
timelines.Add(timeline);
}
}
///
public void AddConstraintTimeline(ConstraintData constraint, TimelineData timeline)
{
if (constraint == null || timeline == null)
{
return;
}
if (!this.constraintTimelines.ContainsKey(constraint.name))
{
this.constraintTimelines[constraint.name] = new List();
}
var timelines = this.constraintTimelines[constraint.name];
if (!timelines.Contains(timeline))
{
timelines.Add(timeline);
}
}
///
public List GetBoneTimelines(string timelineName)
{
return this.boneTimelines.ContainsKey(timelineName) ? this.boneTimelines[timelineName] : null;
}
///
public List GetSlotTimelines(string timelineName)
{
return slotTimelines.ContainsKey(timelineName) ? slotTimelines[timelineName] : null;
}
///
public List GetConstraintTimelines(string timelineName)
{
return constraintTimelines.ContainsKey(timelineName) ? constraintTimelines[timelineName] : null;
}
///
public List GetBoneCachedFrameIndices(string boneName)
{
return this.boneCachedFrameIndices.ContainsKey(boneName) ? this.boneCachedFrameIndices[boneName] : null;
}
///
public List GetSlotCachedFrameIndices(string slotName)
{
return this.slotCachedFrameIndices.ContainsKey(slotName) ? this.slotCachedFrameIndices[slotName] : null;
}
}
///
///
public class TimelineData : BaseObject
{
public TimelineType type;
public uint offset; // TimelineArray.
public int frameIndicesOffset; // FrameIndices.
protected override void _OnClear()
{
this.type = TimelineType.BoneAll;
this.offset = 0;
this.frameIndicesOffset = -1;
}
}
}