format and manage armature configuration and armature animation More...
#include <CCArmatureDataManager.h>
Public Member Functions | |
virtual bool | init () |
Init CCArmatureDataManager. More... | |
void | addArmatureData (const char *id, CCArmatureData *armatureData, const char *configFilePath="") |
Add armature data. More... | |
CCArmatureData * | getArmatureData (const char *id) |
get armature data More... | |
void | removeArmatureData (const char *id) |
remove armature data More... | |
void | addAnimationData (const char *id, CCAnimationData *animationData, const char *configFilePath="") |
add animation data More... | |
CCAnimationData * | getAnimationData (const char *id) |
get animation data from m_pAnimationDatas(CCDictionary) More... | |
void | removeAnimationData (const char *id) |
remove animation data More... | |
void | addTextureData (const char *id, CCTextureData *textureData, const char *configFilePath="") |
add texture data More... | |
CCTextureData * | getTextureData (const char *id) |
get texture data More... | |
void | removeTextureData (const char *id) |
remove texture data More... | |
void | addArmatureFileInfo (const char *configFilePath) |
Add ArmatureFileInfo, it is managed by CCArmatureDataManager. More... | |
void | addArmatureFileInfoAsync (const char *configFilePath, CCObject *target, SEL_SCHEDULE selector) |
Add ArmatureFileInfo, it is managed by CCArmatureDataManager. More... | |
void | addArmatureFileInfo (const char *imagePath, const char *plistPath, const char *configFilePath) |
Add ArmatureFileInfo, it is managed by CCArmatureDataManager. More... | |
void | addArmatureFileInfoAsync (const char *imagePath, const char *plistPath, const char *configFilePath, CCObject *target, SEL_SCHEDULE selector) |
Add ArmatureFileInfo, it is managed by CCArmatureDataManager. More... | |
virtual void | removeArmatureFileInfo (const char *configFilePath) |
void | addSpriteFrameFromFile (const char *plistPath, const char *imagePath, const char *configFilePath="") |
Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name. More... | |
bool | isAutoLoadSpriteFile () |
Juge whether or not need auto load sprite file. More... | |
CCDictionary * | getArmatureDatas () const |
CCDictionary * | getAnimationDatas () const |
CCDictionary * | getTextureDatas () const |
Public Member Functions inherited from CCObject | |
CCObject (void) | |
virtual | ~CCObject (void) |
void | release (void) |
void | retain (void) |
CCObject * | autorelease (void) |
CCObject * | copy (void) |
bool | isSingleReference (void) const |
unsigned int | retainCount (void) const |
virtual bool | isEqual (const CCObject *pObject) |
virtual void | acceptVisitor (CCDataVisitor &visitor) |
virtual void | update (float dt) |
Public Member Functions inherited from CCCopying | |
virtual CCObject * | copyWithZone (CCZone *pZone) |
Static Public Member Functions | |
static CCArmatureDataManager * | sharedArmatureDataManager () |
static void | purge () |
Protected Member Functions | |
void | addRelativeData (const char *configFilePath) |
CCRelativeData * | getRelativeData (const char *configFilePath) |
Additional Inherited Members | |
Public Attributes inherited from CCObject | |
unsigned int | m_uID |
int | m_nLuaID |
Protected Attributes inherited from CCObject | |
unsigned int | m_uReference |
unsigned int | m_uAutoReleaseCount |
format and manage armature configuration and armature animation
void addAnimationData | ( | const char * | id, |
CCAnimationData * | animationData, | ||
const char * | configFilePath = "" |
||
) |
void addArmatureData | ( | const char * | id, |
CCArmatureData * | armatureData, | ||
const char * | configFilePath = "" |
||
) |
Add armature data.
id | The id of the armature data |
armatureData | CCArmatureData * |
void addArmatureFileInfo | ( | const char * | configFilePath) |
Add ArmatureFileInfo, it is managed by CCArmatureDataManager.
void addArmatureFileInfo | ( | const char * | imagePath, |
const char * | plistPath, | ||
const char * | configFilePath | ||
) |
Add ArmatureFileInfo, it is managed by CCArmatureDataManager.
void addArmatureFileInfoAsync | ( | const char * | configFilePath, |
CCObject * | target, | ||
SEL_SCHEDULE | selector | ||
) |
Add ArmatureFileInfo, it is managed by CCArmatureDataManager.
It will load data in a new thread
void addArmatureFileInfoAsync | ( | const char * | imagePath, |
const char * | plistPath, | ||
const char * | configFilePath, | ||
CCObject * | target, | ||
SEL_SCHEDULE | selector | ||
) |
Add ArmatureFileInfo, it is managed by CCArmatureDataManager.
It will load data in a new thread
|
protected |
void addSpriteFrameFromFile | ( | const char * | plistPath, |
const char * | imagePath, | ||
const char * | configFilePath = "" |
||
) |
Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name.
void addTextureData | ( | const char * | id, |
CCTextureData * | textureData, | ||
const char * | configFilePath = "" |
||
) |
CCAnimationData* getAnimationData | ( | const char * | id) |
get animation data from m_pAnimationDatas(CCDictionary)
id | the id of the animation data you want to get |
CCDictionary* getAnimationDatas | ( | ) | const |
CCArmatureData* getArmatureData | ( | const char * | id) |
CCDictionary* getArmatureDatas | ( | ) | const |
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protected |
CCTextureData* getTextureData | ( | const char * | id) |
CCDictionary* getTextureDatas | ( | ) | const |
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virtual |
Init CCArmatureDataManager.
bool isAutoLoadSpriteFile | ( | ) |
Juge whether or not need auto load sprite file.
|
static |
void removeAnimationData | ( | const char * | id) |
remove animation data
id | the id of the animation data |
void removeArmatureData | ( | const char * | id) |
remove armature data
id | the id of the armature data you want to get |
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virtual |
void removeTextureData | ( | const char * | id) |
remove texture data
id | the id of the texture data you want to get |
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static |