dragonbones-runtime
Version:
the tools to build dragonbones file for diffrent framework
362 lines (346 loc) • 15.1 kB
text/typescript
/**
* 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.
*/
namespace dragonBones {
/**
* - The Egret factory.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - Egret 工厂。
* @version DragonBones 3.0
* @language zh_CN
*/
export class EgretFactory extends BaseFactory {
/**
* @internal
* @private
*/
public static _isV5: boolean = false;
private static _dragonBonesInstance: DragonBones = null as any;
private static _factory: EgretFactory | null = null;
private static _clockHandler(time: number): boolean {
time *= 0.001;
const clock = EgretFactory._dragonBonesInstance.clock;
const passedTime = time - clock.time;
EgretFactory._dragonBonesInstance.advanceTime(passedTime);
clock.time = time;
return false;
}
/**
* - A global factory instance that can be used directly.
* @version DragonBones 4.7
* @language en_US
*/
/**
* - 一个可以直接使用的全局工厂实例。
* @version DragonBones 4.7
* @language zh_CN
*/
public static get factory(): EgretFactory {
if (EgretFactory._factory === null) {
EgretFactory._factory = new EgretFactory();
}
return EgretFactory._factory;
}
/**
* @inheritDoc
*/
public constructor(dataParser: DataParser | null = null) {
super(dataParser);
if (EgretFactory._dragonBonesInstance === null) {
EgretFactory._isV5 = Number(egret.Capabilities.engineVersion.substr(0, 3)) >= 5.1;
//
const eventManager = new EgretArmatureDisplay();
EgretFactory._dragonBonesInstance = new DragonBones(eventManager);
EgretFactory._dragonBonesInstance.clock.time = egret.getTimer() * 0.001;
egret.startTick(EgretFactory._clockHandler, EgretFactory);
}
this._dragonBones = EgretFactory._dragonBonesInstance;
}
/**
* @inheritDoc
*/
protected _isSupportMesh(): boolean {
if (egret.Capabilities.renderMode === "webgl" || egret.Capabilities.runtimeType === egret.RuntimeType.NATIVE) {
return true;
}
console.warn("Canvas can not support mesh, please change renderMode to webgl.");
return false;
}
/**
* @inheritDoc
*/
protected _buildTextureAtlasData(textureAtlasData: EgretTextureAtlasData | null, textureAtlas: egret.Texture | HTMLImageElement | null): EgretTextureAtlasData {
if (textureAtlasData !== null) {
if (textureAtlas instanceof egret.Texture) {
textureAtlasData.renderTexture = textureAtlas;
}
else {
const egretTexture = new egret.Texture();
egretTexture.bitmapData = new egret.BitmapData(textureAtlas);
textureAtlasData.disposeEnabled = true;
textureAtlasData.renderTexture = egretTexture;
}
}
else {
textureAtlasData = BaseObject.borrowObject(EgretTextureAtlasData);
}
return textureAtlasData;
}
/**
* @inheritDoc
*/
protected _buildArmature(dataPackage: BuildArmaturePackage): Armature {
const armature = BaseObject.borrowObject(Armature);
const armatureDisplay = new EgretArmatureDisplay();
armature.init(
dataPackage.armature,
armatureDisplay, armatureDisplay, this._dragonBones
);
return armature;
}
/**
* @inheritDoc
*/
protected _buildSlot(dataPackage: BuildArmaturePackage, slotData: SlotData, displays: Array<DisplayData | null> | null, armature: Armature): Slot {
// tslint:disable-next-line:no-unused-expression
dataPackage;
// tslint:disable-next-line:no-unused-expression
armature;
const slot = BaseObject.borrowObject(EgretSlot);
slot.init(
slotData, displays,
new egret.Bitmap(), new egret.Mesh()
);
return slot;
}
/**
* - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it.
* Note that when the created armature proxy that is no longer in use, you need to explicitly dispose {@link #dragonBones.IArmatureProxy#dispose()}.
* The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update.
* @param armatureName - The armature data name.
* @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature)
* @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data)
* @returns The armature display container.
* @see dragonBones.IArmatureProxy
* @see dragonBones.BaseFactory#buildArmature
* @version DragonBones 4.5
* @example
* <pre>
* let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
* </pre>
* @language en_US
*/
/**
* - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架,并用 {@link #clock} 更新该骨架。
* 区别在于由 {@link #buildArmature} 创建的骨架没有 WorldClock 实例驱动。
* 注意,创建的骨架代理不再使用时,需要显式释放 {@link #dragonBones.IArmatureProxy#dispose()}。
* @param armatureName - 骨架数据名称。
* @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架)
* @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。(如果未设置,则使用默认的皮肤数据)
* @returns 骨架的显示容器。
* @see dragonBones.IArmatureProxy
* @see dragonBones.BaseFactory#buildArmature
* @version DragonBones 4.5
* @example
* <pre>
* let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
* </pre>
* @language zh_CN
*/
public buildArmatureDisplay(armatureName: string, dragonBonesName: string = "", skinName: string = "", textureAtlasName: string = ""): EgretArmatureDisplay | null {
const armature = this.buildArmature(armatureName, dragonBonesName || "", skinName || "", textureAtlasName || "");
if (armature !== null) {
this._dragonBones.clock.add(armature);
return armature.display as EgretArmatureDisplay;
}
return null;
}
/**
* - Create the display object with the specified texture.
* @param textureName - The texture data name.
* @param textureAtlasName - The texture atlas data name. (Of not set, all texture atlas data will be searched)
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 创建带有指定贴图的显示对象。
* @param textureName - 贴图数据名称。
* @param textureAtlasName - 贴图集数据名称。 (如果未设置,将检索所有的贴图集数据)
* @version DragonBones 3.0
* @language zh_CN
*/
public getTextureDisplay(textureName: string, textureAtlasName: string | null = null): egret.Bitmap | null {
const textureData = this._getTextureData(textureAtlasName !== null ? textureAtlasName : "", textureName) as EgretTextureData;
if (textureData !== null && textureData.renderTexture !== null) {
const texture = textureData.renderTexture;
const bitmap = new egret.Bitmap(texture);
bitmap.width = texture.textureWidth * textureData.parent.scale;
bitmap.height = texture.textureHeight * textureData.parent.scale;
return bitmap;
}
return null;
}
/**
* - A global sound event manager.
* Sound events can be listened to uniformly from the manager.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 全局声音事件管理器。
* 声音事件可以从该管理器统一侦听。
* @version DragonBones 4.5
* @language zh_CN
*/
public get soundEventManager(): EgretArmatureDisplay {
return this._dragonBones.eventManager as EgretArmatureDisplay;
}
/**
* - Deprecated, please refer to {@link #clock}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #clock}。
* @deprecated
* @language zh_CN
*/
public static get clock(): WorldClock {
return EgretFactory.factory.clock;
}
/**
* - Deprecated, please refer to {@link #addDragonBonesData()}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #addDragonBonesData()}。
* @deprecated
* @language zh_CN
*/
public addSkeletonData(dragonBonesData: DragonBonesData, dragonBonesName: string | null = null): void {
console.warn("已废弃");
this.addDragonBonesData(dragonBonesData, dragonBonesName);
}
/**
* - Deprecated, please refer to {@link #getDragonBonesData()}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #getDragonBonesData()}。
* @deprecated
* @language zh_CN
*/
public getSkeletonData(dragonBonesName: string) {
console.warn("已废弃");
return this.getDragonBonesData(dragonBonesName);
}
/**
* - Deprecated, please refer to {@link #removeDragonBonesData()}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #removeDragonBonesData()}。
* @deprecated
* @language zh_CN
*/
public removeSkeletonData(dragonBonesName: string): void {
console.warn("已废弃");
this.removeDragonBonesData(dragonBonesName);
}
/**
* - Deprecated, please refer to {@link #addTextureAtlasData()}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #addTextureAtlasData()}。
* @deprecated
* @language zh_CN
*/
public addTextureAtlas(textureAtlasData: TextureAtlasData, dragonBonesName: string | null = null): void {
console.warn("已废弃");
this.addTextureAtlasData(textureAtlasData, dragonBonesName);
}
/**
* - Deprecated, please refer to {@link #getTextureAtlas()}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #getTextureAtlas()}。
* @deprecated
* @language zh_CN
*/
public getTextureAtlas(dragonBonesName: string) {
console.warn("已废弃");
return this.getTextureAtlasData(dragonBonesName);
}
/**
* - Deprecated, please refer to {@link #removeTextureAtlasData()}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #removeTextureAtlasData()}。
* @deprecated
* @language zh_CN
*/
public removeTextureAtlas(dragonBonesName: string): void {
console.warn("已废弃");
this.removeTextureAtlasData(dragonBonesName);
}
/**
* - Deprecated, please refer to {@link #buildArmature()}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #buildArmature()}。
* @deprecated
* @language zh_CN
*/
public buildFastArmature(armatureName: string, dragonBonesName: string = "", skinName: string = ""): FastArmature | null {
console.warn("已废弃");
return this.buildArmature(armatureName, dragonBonesName || "", skinName || "");
}
/**
* - Deprecated, please refer to {@link #clear()}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #clear()}。
* @deprecated
* @language zh_CN
*/
public dispose(): void {
console.warn("已废弃");
this.clear();
}
}
}