本文整理汇总了C++中ArmatureAnimation::setFrameEventCallFunc方法的典型用法代码示例。如果您正苦于以下问题:C++ ArmatureAnimation::setFrameEventCallFunc方法的具体用法?C++ ArmatureAnimation::setFrameEventCallFunc怎么用?C++ ArmatureAnimation::setFrameEventCallFunc使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ArmatureAnimation
的用法示例。
在下文中一共展示了ArmatureAnimation::setFrameEventCallFunc方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: LuaArmatureWrapper
static int lua_cocos2dx_ArmatureAnimation_setFrameEventCallFunc(lua_State* L)
{
if (nullptr == L)
return 0;
int argc = 0;
ArmatureAnimation* self = nullptr;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
if (!tolua_isusertype(L,1,"ArmatureAnimation",0,&tolua_err)) goto tolua_lerror;
#endif
self = static_cast<ArmatureAnimation*>(tolua_tousertype(L,1,0));
#if COCOS2D_DEBUG >= 1
if (nullptr == self) {
tolua_error(L,"invalid 'self' in function 'lua_cocos2dx_ArmatureAnimation_setFrameEventCallFunc'\n", NULL);
return 0;
}
#endif
argc = lua_gettop(L) - 1;
if (1 == argc)
{
#if COCOS2D_DEBUG >= 1
if (!toluafix_isfunction(L,2,"LUA_FUNCTION",0,&tolua_err) )
{
goto tolua_lerror;
}
#endif
LUA_FUNCTION handler = ( toluafix_ref_function(L,2,0));
LuaArmatureWrapper* wrapper = new LuaArmatureWrapper();
wrapper->autorelease();
ScriptHandlerMgr::getInstance()->addObjectHandler((void*)wrapper, handler, ScriptHandlerMgr::HandlerType::ARMATURE_EVENT);
self->setUserObject(wrapper);
self->setFrameEventCallFunc(wrapper, frameEvent_selector(LuaArmatureWrapper::frameEventCallback));
return 0;
}
CCLOG("'setFrameEventCallFunc' function of ArmatureAnimation has wrong number of arguments: %d, was expecting %d\n", argc, 1);
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(L,"#ferror in function 'setFrameEventCallFunc'.",&tolua_err);
return 0;
#endif
}
示例2: strFrameEventName
static int lua_cocos2dx_ArmatureAnimation_setFrameEventCallFunc(lua_State* L)
{
if (nullptr == L)
return 0;
int argc = 0;
ArmatureAnimation* self = nullptr;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
if (!tolua_isusertype(L,1,"ccs.ArmatureAnimation",0,&tolua_err)) goto tolua_lerror;
#endif
self = static_cast<ArmatureAnimation*>(tolua_tousertype(L,1,0));
#if COCOS2D_DEBUG >= 1
if (nullptr == self) {
tolua_error(L,"invalid 'self' in function 'lua_cocos2dx_ArmatureAnimation_setFrameEventCallFunc'\n", NULL);
return 0;
}
#endif
argc = lua_gettop(L) - 1;
if (1 == argc)
{
#if COCOS2D_DEBUG >= 1
if (!toluafix_isfunction(L,2,"LUA_FUNCTION",0,&tolua_err) )
{
goto tolua_lerror;
}
#endif
LUA_FUNCTION handler = ( toluafix_ref_function(L,2,0));
LuaArmatureWrapper* wrapper = new LuaArmatureWrapper();
wrapper->autorelease();
Vector<LuaArmatureWrapper*> vec;
vec.pushBack(wrapper);
ScriptHandlerMgr::getInstance()->addObjectHandler((void*)wrapper, handler, ScriptHandlerMgr::HandlerType::ARMATURE_EVENT);
self->setFrameEventCallFunc([=](cocostudio::Bone *bone, const std::string& frameEventName, int originFrameIndex, int currentFrameIndex){
if (0 != handler)
{
std::string strFrameEventName(frameEventName);
LuaArmatureFrameEventData frameData(bone,frameEventName,originFrameIndex,currentFrameIndex);
LuaArmatureWrapperEventData wrapperData(LuaArmatureWrapperEventData::LuaArmatureWrapperEventType::FRAME_EVENT , (void*)&frameData);
BasicScriptData data((void*)vec.at(0),(void*)&wrapperData);
LuaEngine::getInstance()->handleEvent(ScriptHandlerMgr::HandlerType::ARMATURE_EVENT, (void*)&data);
}
});
return 0;
}
CCLOG("'setFrameEventCallFunc' function of ArmatureAnimation has wrong number of arguments: %d, was expecting %d\n", argc, 1);
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(L,"#ferror in function 'setFrameEventCallFunc'.",&tolua_err);
#endif
return 0;
}