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Merge pull request #1372 from oxeron/develop-v3.5-ext
SpriteBuilder renamed to CocosBuilder
2 parents b7f2465 + a5e05fc commit 46c2b2e

26 files changed

+28
-41
lines changed

cocos2d-ext/CCBReader/CCAnimationManager.h

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#pragma mark Animation Manager
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/**
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The animation manager plays back animations, usually created by a tool such as SpriteBuilder.
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The animation manager plays back animations, usually created by a tool such as CocosBuilder.
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Any animation can have an arbitrary number of sequences (timelines) which each have keyframes for different properties.
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@note Animation names are case sensitive.

cocos2d-ext/CCBReader/CCBAnimationManager.h

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/*
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* SpriteBuilder: http://www.spritebuilder.org
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*
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* Copyright (c) 2012 Zynga Inc.
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* Copyright (c) 2013 Apportable Inc.

cocos2d-ext/CCBReader/CCBAnimationManager.m

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/*
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* SpriteBuilder: http://www.spritebuilder.org
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*
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* Copyright (c) 2012 Zynga Inc.
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* Copyright (c) 2013 Apportable Inc.

cocos2d-ext/CCBReader/CCBKeyframe.h

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/*
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* SpriteBuilder: http://www.spritebuilder.org
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*
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* Copyright (c) 2012 Zynga Inc.
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* Copyright (c) 2013 Apportable Inc.

cocos2d-ext/CCBReader/CCBKeyframe.m

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/*
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* SpriteBuilder: http://www.spritebuilder.org
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*
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* Copyright (c) 2012 Zynga Inc.
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* Copyright (c) 2013 Apportable Inc.

cocos2d-ext/CCBReader/CCBLocalizationManager.h

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/*
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* SpriteBuilder: http://www.spritebuilder.org
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*
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* Copyright (c) 2013 Apportable Inc.
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*

cocos2d-ext/CCBReader/CCBLocalizationManager.m

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/*
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* SpriteBuilder: http://www.spritebuilder.org
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*
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* Copyright (c) 2013 Apportable Inc.
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*
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self = [super init];
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if (!self) return NULL;
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[self loadStringsFile:@"Strings.ccbLang"];
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[self loadStringsFile:@"Strings.ccblang"];
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return self;
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}
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NSDictionary* ser = [NSDictionary dictionaryWithContentsOfFile:path];
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// Check that format of file is correct
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NSAssert([[ser objectForKey:@"fileType"] isEqualToString:@"SpriteBuilderTranslations"], @"Invalid file format for SpriteBuilder localizations");
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NSAssert([[ser objectForKey:@"fileType"] isEqualToString:@"CocosBuilderTranslations"], @"Invalid file format for CocosBuilder localizations");
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// Check that file version is correct
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NSAssert([[ser objectForKey:@"fileVersion"] intValue] == 1, @"Translation file version is incompatible with this reader");
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NSArray* preferredLangs = [NSLocale preferredLanguages];
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for (NSString* preferredLang in preferredLangs)
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{
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// now loop thru languages from our spritebuilder
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// now loop thru languages from our cocosbuilder
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for (NSString *localizedLanguage in languages)
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{
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// doing range of string as we might have en-GB set in our phone and that will match our en from the activeLanguages

cocos2d-ext/CCBReader/CCBReader.h

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/*
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* SpriteBuilder: http://www.spritebuilder.org
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*
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* Copyright (c) 2012 Zynga Inc.
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* Copyright (c) 2013 Apportable Inc.
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#import "cocos2d.h"
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/**
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The CCBReader loads SpriteBuilder (CCB) documents.
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The CCBReader loads CocosBuilder (CCB) documents.
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For the most part you'll just use one of these two methods:
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// load a CCB document wrapped in a CCScene instance
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CCScene* scene = [CCBReader loadAsScene:@"MyNode"];
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You can optionally pass an owner object to the CCBReader load methods. This owner object then gets assigned all of the SpriteBuilder document's member variables that are marked to be set to the "Owner".
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You can optionally pass an owner object to the CCBReader load methods. This owner object then gets assigned all of the CocosBuilder document's member variables that are marked to be set to the "Owner".
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In all other cases owner is nil and assigning variables to Owner discards their assignment.
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When a SpriteBuilder document was loaded, all nodes created from the document will receive the didLoadFromCCB message, if implemented as follows:
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When a CocosBuilder document was loaded, all nodes created from the document will receive the didLoadFromCCB message, if implemented as follows:
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**Objective-C:**
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NSLog("%@ did load", self)
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}
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Nodes created from a SpriteBuilder document will also have a valid CCAnimationManager instance assigned to their [CCNode animationManager] property.
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Nodes created from a CocosBuilder document will also have a valid CCAnimationManager instance assigned to their [CCNode animationManager] property.
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*/
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#define kCCBVersion 10
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/// -----------------------------------------------------------------------
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/**
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* Call this method to configure the CCFileUtils to work correctly with SpriteBuilder. It will setup search paths for the resources to use with the current device and resolution. It assumes that the SpriteBuilder resources has been published to a directory named Published-iOS that has been added as a blue folder in Xcode.
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* Call this method to configure the CCFileUtils to work correctly with CocosBuilder. It will setup search paths for the resources to use with the current device and resolution. It assumes that the CocosBuilder resources has been published to a directory named Published-iOS that has been added as a blue folder in Xcode.
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*/
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+ (void) configureCCFileUtils;
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+ (CCBReader*) reader;
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/// -----------------------------------------------------------------------
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/// @name Loading SpriteBuilder documents
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/// @name Loading CocosBuilder documents
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/// -----------------------------------------------------------------------
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/**
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+ (CCScene*) loadAsScene:(NSString*) file;
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/// -----------------------------------------------------------------------
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/// @name Loading SpriteBuilder documents with custom owner
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/// @name Loading CocosBuilder documents with custom owner
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/// -----------------------------------------------------------------------
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/**

cocos2d-ext/CCBReader/CCBReader.m

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/*
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* SpriteBuilder: http://www.spritebuilder.org
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*
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* Copyright (c) 2012 Zynga Inc.
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* Copyright (c) 2013 Apportable Inc.
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{
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CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
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// Setup file utils for use with SpriteBuilder
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// Setup file utils for use with CocosBuilder
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[sharedFileUtils setEnableiPhoneResourcesOniPad:NO];
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sharedFileUtils.directoriesDict =

cocos2d-ext/CCBReader/CCBSequence.h

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/*
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* SpriteBuilder: http://www.spritebuilder.org
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*
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* Copyright (c) 2012 Zynga Inc.
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* Copyright (c) 2013 Apportable Inc.

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