axmol/cocos/editor-support/spine/CCSkeletonAnimation.h

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/******************************************************************************
* Spine Runtime Software License - Version 1.1
*
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* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
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* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
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*
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
* be purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_CCSKELETONANIMATION_H_
#define SPINE_CCSKELETONANIMATION_H_
#include <spine/spine.h>
#include <spine/CCSkeleton.h>
namespace spine {
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class SkeletonAnimation;
typedef void (cocos2d::Ref::*SEL_AnimationStateEvent)(spine::SkeletonAnimation* node, int trackIndex, spEventType type, spEvent* event, int loopCount);
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#define animationStateEvent_selector(_SELECTOR) (SEL_AnimationStateEvent)(&_SELECTOR)
/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
* played later. */
class SkeletonAnimation: public Skeleton {
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public:
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spAnimationState* state;
static SkeletonAnimation* createWithData (spSkeletonData* skeletonData);
static SkeletonAnimation* createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
static SkeletonAnimation* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
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SkeletonAnimation (spSkeletonData* skeletonData);
SkeletonAnimation (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
SkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
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virtual ~SkeletonAnimation ();
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virtual void update (float deltaTime);
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void setAnimationStateData (spAnimationStateData* stateData);
void setMix (const char* fromAnimation, const char* toAnimation, float duration);
void setAnimationListener (cocos2d::Ref* instance, SEL_AnimationStateEvent method);
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spTrackEntry* setAnimation (int trackIndex, const char* name, bool loop);
spTrackEntry* addAnimation (int trackIndex, const char* name, bool loop, float delay = 0);
spTrackEntry* getCurrent (int trackIndex = 0);
void clearTracks ();
void clearTrack (int trackIndex = 0);
virtual void onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
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protected:
SkeletonAnimation ();
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private:
typedef Skeleton super;
cocos2d::Ref* listenerInstance;
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SEL_AnimationStateEvent listenerMethod;
bool ownsAnimationStateData;
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void initialize ();
};
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}
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#endif /* SPINE_CCSKELETONANIMATION_H_ */