UNPKG

pixi-dragonbones-runtime

Version:
432 lines (431 loc) 19.6 kB
/** * The MIT License (MIT) * * Copyright (c) 2012-2018 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. */ import { WorldClock } from "../animation/index.js"; import { Armature, Slot } from "../armature/index.js"; import { DragonBones } from "../core/index.js"; import { DragonBonesData, TextureAtlasData, TextureData, ArmatureData, DisplayData, ArmatureDisplayData, SlotData, SkinData } from "../model/index.js"; import { ObjectDataParser, BinaryDataParser, DataParser } from "../parser/index.js"; /** * [en] Base class for the factory that create the armatures. (Typically only one global factory instance is required) * The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances. * Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until it is cleared by the factory instance. * * [zh] 创建骨架的工厂基类。 (通常只需要一个全局工厂实例) * 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。 * 当数据被解析过之后,已经添加到工厂中,在没有被工厂清理之前,不需要再次解析。 * * @see DragonBonesData * @see TextureAtlasData * @see ArmatureData * @see Armature * @version DragonBones 3.0 */ export declare abstract class BaseFactory { protected static _objectParser: ObjectDataParser; protected static _binaryParser: BinaryDataParser; /** * @private */ autoSearch: boolean; protected readonly _dragonBonesDataMap: Record<string, DragonBonesData>; protected readonly _textureAtlasDataMap: Record<string, Array<TextureAtlasData>>; protected _dragonBones: DragonBones; protected _dataParser: DataParser; /** * [en] Create a factory instance. (typically only one global factory instance is required) * * [zh] 创建一个工厂实例。 (通常只需要一个全局工厂实例) * * @version DragonBones 3.0 */ constructor(dataParser?: DataParser | null); protected _isSupportMesh(): boolean; protected _getTextureData(textureAtlasName: string, textureName: string): TextureData | null; protected _fillBuildArmaturePackage(dataPackage: BuildArmaturePackage, dragonBonesName: string, armatureName: string, skinName: string, textureAtlasName: string): boolean; protected _buildBones(dataPackage: BuildArmaturePackage, armature: Armature): void; /** * @private */ protected _buildSlots(dataPackage: BuildArmaturePackage, armature: Armature): void; protected _buildConstraints(dataPackage: BuildArmaturePackage, armature: Armature): void; protected _buildChildArmature(dataPackage: BuildArmaturePackage | null, _slot: Slot, displayData: ArmatureDisplayData): Armature | null; protected _getSlotDisplay(dataPackage: BuildArmaturePackage | null, displayData: DisplayData, slot: Slot): any; protected abstract _buildTextureAtlasData(textureAtlasData: TextureAtlasData | null, textureAtlas: any): TextureAtlasData; protected abstract _buildArmature(dataPackage: BuildArmaturePackage): Armature; protected abstract _buildSlot(dataPackage: BuildArmaturePackage, slotData: SlotData, armature: Armature): Slot; /** * [en] Parse the raw data to a DragonBonesData instance and cache it to the factory. * * [zh] 将原始数据解析为 DragonBonesData 实例,并缓存到工厂中。 * * @param rawData - [en] The raw data. * @param rawData - [zh] 原始数据。 * * @param name - [en] Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) * @param name - [zh] 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) * * @param scale - [en] Specify a scaling value for all armatures. (Default: 1.0) * @param scale - [zh] 为所有的骨架指定一个缩放值。 (默认: 1.0) * * @returns [en] DragonBonesData instance * @returns [zh] DragonBonesData 实例 * * @see #getDragonBonesData() * @see #addDragonBonesData() * @see #removeDragonBonesData() * @see DragonBonesData * @version DragonBones 4.5 */ parseDragonBonesData(rawData: any, name?: string | null, scale?: number): DragonBonesData | null; /** * [en] Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to the factory. * * [zh] 将原始贴图集数据和贴图集对象解析为 TextureAtlasData 实例,并缓存到工厂中。 * * @param rawData - [en] The raw texture atlas data. * @param rawData - [zh] 原始贴图集数据。 * * @param textureAtlas - [en] The texture atlas object. * @param textureAtlas - [zh] 贴图集对象。 * * @param name - [en] Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) * @param name - [zh] 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) * * @param scale - [en] Specify a scaling value for the map set. (Default: 1.0) * @param scale - [zh] 为贴图集指定一个缩放值。 (默认: 1.0) * * @returns [en] TextureAtlasData instance * @returns [zh] TextureAtlasData 实例 * * @see #getTextureAtlasData() * @see #addTextureAtlasData() * @see #removeTextureAtlasData() * @see TextureAtlasData * @version DragonBones 4.5 */ parseTextureAtlasData(rawData: any, textureAtlas: any, name?: string | null, scale?: number): TextureAtlasData; /** * [en] Update texture atlases. * * [zh] 更新贴图集对象。 * * @param textureAtlases - [en] The texture atlas objects. * @param textureAtlases - [zh] 多个贴图集对象。 * * @param name - [en] The texture atlas name. * @param name - [zh] 贴图集名称。 * * @version DragonBones 5.7 */ updateTextureAtlases(textureAtlases: Array<any>, name: string): void; /** * [en] Get a specific DragonBonesData instance. * * [zh] 获取特定的 DragonBonesData 实例。 * * @param name - [en] The DragonBonesData instance cache name. * @param name - [zh] DragonBonesData 实例的缓存名称。 * * @returns [en] DragonBonesData instance * @returns [zh] DragonBonesData 实例 * * @see #parseDragonBonesData() * @see #addDragonBonesData() * @see #removeDragonBonesData() * @see DragonBonesData * @version DragonBones 3.0 */ getDragonBonesData(name: string): DragonBonesData | null; /** * [en] Cache a DragonBonesData instance to the factory. * * [zh] 将 DragonBonesData 实例缓存到工厂中。 * * @param data - [en] The DragonBonesData instance. * @param data - [zh] DragonBonesData 实例。 * * @param name - [en] Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) * @param name - [zh] 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) * * @see #parseDragonBonesData() * @see #getDragonBonesData() * @see #removeDragonBonesData() * @see DragonBonesData * @version DragonBones 3.0 */ addDragonBonesData(data: DragonBonesData, name?: string | null): void; /** * [en] Remove a DragonBonesData instance. * * [zh] 移除 DragonBonesData 实例。 * * @param name - [en] The DragonBonesData instance cache name. * @param name - [zh] DragonBonesData 实例缓存名称。 * * @param disposeData - [en] Whether to dispose data. (Default: true) * @param disposeData - [zh] 是否释放数据。 (默认: true) * * @see #parseDragonBonesData() * @see #getDragonBonesData() * @see #addDragonBonesData() * @see DragonBonesData * @version DragonBones 3.0 */ removeDragonBonesData(name: string, disposeData?: boolean): void; /** * [en] Get a list of specific TextureAtlasData instances. * * [zh] 获取特定的 TextureAtlasData 实例列表。 * * @param name - [en] The TextureAtlasData cahce name. * @param name - [zh] TextureAtlasData 实例缓存名称。 * * @see #parseTextureAtlasData() * @see #addTextureAtlasData() * @see #removeTextureAtlasData() * @see TextureAtlasData * @version DragonBones 3.0 */ getTextureAtlasData(name: string): Array<TextureAtlasData> | null; /** * [en] Cache a TextureAtlasData instance to the factory. * * [zh] 将 TextureAtlasData 实例缓存到工厂中。 * * @param data - [en] The TextureAtlasData instance. * @param data - [zh] TextureAtlasData 实例。 * * @param name - [en] Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) * @param name - [zh] 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) * * @see #parseTextureAtlasData() * @see #getTextureAtlasData() * @see #removeTextureAtlasData() * @see TextureAtlasData * @version DragonBones 3.0 */ addTextureAtlasData(data: TextureAtlasData, name?: string | null): void; /** * [en] Remove a TextureAtlasData instance. * * [zh] 移除 TextureAtlasData 实例。 * * @param name - [en] The TextureAtlasData instance cache name. * @param name - [zh] TextureAtlasData 实例的缓存名称。 * * @param disposeData - [en] Whether to dispose data. * @param disposeData - [zh] 是否释放数据。 * * @see #parseTextureAtlasData() * @see #getTextureAtlasData() * @see #addTextureAtlasData() * @see TextureAtlasData * @version DragonBones 3.0 */ removeTextureAtlasData(name: string, disposeData?: boolean): void; /** * [en] Get a specific armature data. * * [zh] 获取特定的骨架数据。 * * @param name - [en] The armature data name. * @param name - [zh] 骨架数据名称。 * * @param dragonBonesName - [en] The cached name for DragonbonesData instance. * @param dragonBonesName - [zh] DragonBonesData 实例的缓存名称。 * * @see ArmatureData * @version DragonBones 5.1 */ getArmatureData(name: string, dragonBonesName?: string): ArmatureData | null; /** * [en] Clear all cached DragonBonesData instances and TextureAtlasData instances. * * [zh] 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。 * * @param disposeData - [en] Whether to dispose data. * @param disposeData - [zh] 是否释放数据。 * * @version DragonBones 4.5 */ clear(disposeData?: boolean): void; /** * [en] Create a armature from cached DragonBonesData instances and TextureAtlasData instances. * Note that when the created armature that is no longer in use, you need to explicitly dispose {@link Armature#dispose()}. * * [zh] 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。 * 注意,创建的骨架不再使用时,需要显式释放 {@link Armature#dispose()}。 * * @param armatureName - [en] The armature data name. * @param armatureName - [zh] 骨架数据名称。 * * @param dragonBonesName - [en] 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 dragonBonesName - [zh] 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 - [en] The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) * @param skinName - [zh] 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 [en] The armature. * @returns [zh] 骨架。 * * @example * ```ts * let armature = factory.buildArmature("armatureName", "dragonBonesName"); * armature.clock = factory.clock; * ``` * @see DragonBonesData * @see ArmatureData * @version DragonBones 3.0 */ buildArmature(armatureName: string, dragonBonesName?: string, skinName?: string, textureAtlasName?: string): Armature | null; /** * @private */ replaceDisplay(slot: Slot, displayData: DisplayData | null, displayIndex?: number): void; /** * [en] Replaces the current display data for a particular slot with a specific display data. * Specify display data with "dragonBonesName/armatureName/slotName/displayName". * * [zh] 用特定的显示对象数据替换特定插槽当前的显示对象数据。 * 用 "dragonBonesName/armatureName/slotName/displayName" 指定显示对象数据。 * * @param dragonBonesName - [en] The DragonBonesData instance cache name. * @param dragonBonesName - [zh] DragonBonesData 实例的缓存名称。 * * @param armatureName - [en] The armature data name. * @param armatureName - [zh] 骨架数据名称。 * * @param slotName - [en] The slot data name. * @param slotName - [zh] 插槽数据名称。 * * @param displayName - [en] The display data name. * @param displayName - [zh] 显示对象数据名称。 * * @param slot - [en] The slot. * @param slot - [zh] 插槽。 * * @param displayIndex - [en] The index of the display data that is replaced. (If it is not set, replaces the current display data) * @param displayIndex - [zh] 被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据) * * @example * ```ts * let slot = armature.getSlot("weapon"); * factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot); * ``` * @version DragonBones 4.5 */ replaceSlotDisplay(dragonBonesName: string, armatureName: string, slotName: string, displayName: string, slot: Slot, displayIndex?: number): boolean; /** * @private */ replaceSlotDisplayList(dragonBonesName: string | null, armatureName: string, slotName: string, slot: Slot): boolean; /** * [en] Share specific skin data with specific armature. * * [zh] 将特定的皮肤数据共享给特定的骨架使用。 * * @param armature - [en] The armature. * @param armature - [zh] 骨架。 * * @param skin - [en] The skin data. * @param skin - [zh] 皮肤数据。 * * @param isOverride - [en] Whether it completely override the original skin. (Default: false) * @param isOverride - [zh] 是否完全覆盖原来的皮肤。 (默认: false) * * @param exclude - [en] A list of slot names that do not need to be replace. * @param exclude - [zh] 不需要被替换的插槽名称列表。 * * @example * ```ts * let armatureA = factory.buildArmature("armatureA", "dragonBonesA"); * let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB"); * if (armatureDataB && armatureDataB.defaultSkin) { * factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]); * } * ``` * @see Armature * @see SkinData * @version DragonBones 5.6 */ replaceSkin(armature: Armature, skin: SkinData, isOverride?: boolean, exclude?: Array<string> | null): boolean; /** * [en] Replaces the existing animation data for a specific armature with the animation data for the specific armature data. * This enables you to make a armature template so that other armature without animations can share it's animations. * * [zh] 用特定骨架数据的动画数据替换特定骨架现有的动画数据。 * 这样就能实现制作一个骨架动画模板,让其他没有制作动画的骨架共享该动画。 * * @param armature - [en] The armtaure. * @param armature - [zh] 骨架。 * * @param armatureData - [en] The armature data. * @param armatureData - [zh] 骨架数据。 * * @param isOverride - [en] Whether to completely overwrite the original animation. (Default: false) * @param isOverride - [zh] 是否完全覆盖原来的动画。(默认: false) * * @example * ```ts * let armatureA = factory.buildArmature("armatureA", "dragonBonesA"); * let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB"); * if (armatureDataB) { * factory.replaceAnimation(armatureA, armatureDataB); * } * ``` * @see Armature * @see ArmatureData * @version DragonBones 5.6 */ replaceAnimation(armature: Armature, armatureData: ArmatureData, isOverride?: boolean): boolean; /** * @private */ getAllDragonBonesData(): Record<string, DragonBonesData>; /** * @private */ getAllTextureAtlasData(): Record<string, Array<TextureAtlasData>>; /** * [en] An Worldclock instance updated by engine. * * [zh] 由引擎驱动的 WorldClock 实例。 * * @version DragonBones 5.7 */ get clock(): WorldClock; /** * @private */ get dragonBones(): DragonBones; } /** * @private */ export declare class BuildArmaturePackage { dataName: string; textureAtlasName: string; data: DragonBonesData; armature: ArmatureData; skin: SkinData | null; }