axmol/extensions/spine/AnimationState.cpp

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/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* 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.
******************************************************************************/
#include <spine/AnimationState.h>
#include <spine/extension.h>
#include <stdio.h>
namespace cocos2d { namespace extension {
typedef struct _Entry _Entry;
struct _Entry {
Animation* animation;
int/*bool*/loop;
float delay;
_Entry* next;
};
typedef struct {
AnimationState super;
Animation *previous;
float previousTime;
int/*bool*/previousLoop;
float mixTime;
float mixDuration;
_Entry* queue;
} _Internal;
AnimationState* AnimationState_create (AnimationStateData* data) {
AnimationState* self = SUPER(NEW(_Internal));
CONST_CAST(AnimationStateData*, self->data) = data;
return self;
}
void _AnimationState_clearQueue (AnimationState* self) {
_Internal* internal = SUB_CAST(_Internal, self);
_Entry* entry = internal->queue;
while (entry) {
_Entry* nextEntry = entry->next;
FREE(entry);
entry = nextEntry;
}
internal->queue = 0;
}
void AnimationState_dispose (AnimationState* self) {
_AnimationState_clearQueue(self);
FREE(self);
}
void AnimationState_addAnimation (AnimationState* self, Animation* animation, int/*bool*/loop, float delay) {
_Entry* existingEntry;
Animation* previousAnimation;
_Internal* internal = SUB_CAST(_Internal, self);
_Entry* entry = NEW(_Entry);
entry->animation = animation;
entry->loop = loop;
existingEntry = internal->queue;
if (existingEntry) {
while (existingEntry->next)
existingEntry = existingEntry->next;
existingEntry->next = entry;
previousAnimation = existingEntry->animation;
} else {
internal->queue = entry;
previousAnimation = self->animation;
}
if (delay <= 0) {
if (previousAnimation)
delay = previousAnimation->duration - AnimationStateData_getMix(self->data, previousAnimation, animation) + delay;
else
delay = 0;
}
entry->delay = delay;
}
void AnimationState_addAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop, float delay) {
Animation* animation = animationName ? SkeletonData_findAnimation(self->data->skeletonData, animationName) : 0;
AnimationState_addAnimation(self, animation, loop, delay);
}
void _AnimationState_setAnimation (AnimationState* self, Animation* newAnimation, int/*bool*/loop) {
_Internal* internal = SUB_CAST(_Internal, self);
internal->previous = 0;
if (newAnimation && self->animation && self->data) {
internal->mixDuration = AnimationStateData_getMix(self->data, self->animation, newAnimation);
if (internal->mixDuration > 0) {
internal->mixTime = 0;
internal->previous = self->animation;
internal->previousTime = self->time;
internal->previousLoop = self->loop;
}
}
CONST_CAST(Animation*, self->animation) = newAnimation;
self->loop = loop;
self->time = 0;
}
void AnimationState_setAnimation (AnimationState* self, Animation* newAnimation, int/*bool*/loop) {
_AnimationState_clearQueue(self);
_AnimationState_setAnimation(self, newAnimation, loop);
}
void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop) {
Animation* animation = animationName ? SkeletonData_findAnimation(self->data->skeletonData, animationName) : 0;
AnimationState_setAnimation(self, animation, loop);
}
void AnimationState_clearAnimation (AnimationState* self) {
_Internal* internal = SUB_CAST(_Internal, self);
internal->previous = 0;
CONST_CAST(Animation*, self->animation) = 0;
_AnimationState_clearQueue(self);
}
void AnimationState_update (AnimationState* self, float delta) {
_Entry* next;
_Internal* internal = SUB_CAST(_Internal, self);
self->time += delta;
internal->previousTime += delta;
internal->mixTime += delta;
if (internal->queue && self->time >= internal->queue->delay) {
_AnimationState_setAnimation(self, internal->queue->animation, internal->queue->loop);
next = internal->queue->next;
FREE(internal->queue);
internal->queue = next;
}
}
void AnimationState_apply (AnimationState* self, Skeleton* skeleton) {
_Internal* internal;
float alpha;
if (!self->animation) return;
internal = SUB_CAST(_Internal, self);
if (internal->previous) {
Animation_apply(internal->previous, skeleton, internal->previousTime, internal->previousLoop);
alpha = internal->mixTime / internal->mixDuration;
if (alpha >= 1) {
alpha = 1;
internal->previous = 0;
}
Animation_mix(self->animation, skeleton, self->time, self->loop, alpha);
} else
Animation_apply(self->animation, skeleton, self->time, self->loop);
}
int/*bool*/AnimationState_isComplete (AnimationState* self) {
return !self->animation || self->time >= self->animation->duration;
}
}} // namespace cocos2d { namespace extension {