#include <CCProcessBase.h>
Public Member Functions | |
ProcessBase (void) | |
virtual | ~ProcessBase (void) |
virtual void | play (int durationTo, int durationTween, int loop, int tweenEasing) |
Play animation by animation name. More... | |
virtual void | pause () |
Pause the Process. More... | |
virtual void | resume () |
Resume the Process. More... | |
virtual void | stop () |
Stop the Process. More... | |
virtual 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... | |
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 () |
Destructor. More... | |
Protected Member Functions | |
virtual void | gotoFrame (int frameIndex) |
virtual void | updateHandler () |
Update(float dt) will call this handler, you can handle your logic here. More... | |
Protected Member Functions inherited from Ref | |
Ref () | |
Constructor. More... | |
Ref () | |
Constructor. More... | |
Protected Attributes | |
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... | |
local | _referenceCount |
count of references More... | |
ProcessBase | ( | void | ) |
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Pause the Process.
Reimplemented in ArmatureAnimation.
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Play animation by animation name.
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
durationTween | The frame count you want to play in the game. if _durationTween is 80, then the animation will played 80 frames in a loop |
-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 |
tweenEasing | Tween easing is used for calculate easing effect TWEEN_EASING_MAX : use the value from MovementData get from flash design panel -1 : fade out 0 : line 1 : fade in 2 : fade in and out |
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Resume the Process.
Reimplemented in ArmatureAnimation.
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Stop the Process.
Reimplemented in ArmatureAnimation.
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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 in ArmatureAnimation.
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Update(float dt) will call this handler, you can handle your logic here.
Reimplemented in ArmatureAnimation, and Tween.
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The animation update speed.
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Frame index it the time line.
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Current frame this process arrived, this frame is tween frame.
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Current percent this process arrived.
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The durantion frame count will run.
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Set and get whether the aniamtion is complete.
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Set and get whether the aniamtion is pause.
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Set and get whether the aniamtion is playing.
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The animation whether or not loop.
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Next frame this process need run to.
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Scale the process speed.
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The raw duration.
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The tween easing effect.