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

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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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#include <spine/CCSkeletonAnimation.h>
#include <spine/extension.h>
#include <spine/spine-cocos2dx.h>
USING_NS_CC;
using std::min;
using std::max;
using std::vector;
namespace spine {
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static void callback (spAnimationState* state, int trackIndex, spEventType type, spEvent* event, int loopCount) {
((SkeletonAnimation*)state->context)->onAnimationStateEvent(trackIndex, type, event, loopCount);
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}
SkeletonAnimation* SkeletonAnimation::createWithData (spSkeletonData* skeletonData) {
SkeletonAnimation* node = new SkeletonAnimation(skeletonData);
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node->autorelease();
return node;
}
SkeletonAnimation* SkeletonAnimation::createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale) {
SkeletonAnimation* node = new SkeletonAnimation(skeletonDataFile, atlas, scale);
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node->autorelease();
return node;
}
SkeletonAnimation* SkeletonAnimation::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
SkeletonAnimation* node = new SkeletonAnimation(skeletonDataFile, atlasFile, scale);
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node->autorelease();
return node;
}
void SkeletonAnimation::initialize () {
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listenerInstance = 0;
listenerMethod = 0;
ownsAnimationStateData = true;
state = spAnimationState_create(spAnimationStateData_create(skeleton->data));
state->context = this;
state->listener = callback;
}
SkeletonAnimation::SkeletonAnimation (spSkeletonData *skeletonData)
: Skeleton(skeletonData) {
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initialize();
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}
SkeletonAnimation::SkeletonAnimation (const char* skeletonDataFile, spAtlas* atlas, float scale)
: Skeleton(skeletonDataFile, atlas, scale) {
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initialize();
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}
SkeletonAnimation::SkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale)
: Skeleton(skeletonDataFile, atlasFile, scale) {
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initialize();
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}
SkeletonAnimation::~SkeletonAnimation () {
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if (ownsAnimationStateData) spAnimationStateData_dispose(state->data);
spAnimationState_dispose(state);
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}
void SkeletonAnimation::update (float deltaTime) {
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super::update(deltaTime);
deltaTime *= timeScale;
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spAnimationState_update(state, deltaTime);
spAnimationState_apply(state, skeleton);
spSkeleton_updateWorldTransform(skeleton);
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}
void SkeletonAnimation::setAnimationStateData (spAnimationStateData* stateData) {
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CCAssert(stateData, "stateData cannot be null.");
if (ownsAnimationStateData) spAnimationStateData_dispose(state->data);
spAnimationState_dispose(state);
ownsAnimationStateData = false;
state = spAnimationState_create(stateData);
state->context = this;
state->listener = callback;
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}
void SkeletonAnimation::setMix (const char* fromAnimation, const char* toAnimation, float duration) {
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spAnimationStateData_setMixByName(state->data, fromAnimation, toAnimation, duration);
}
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void SkeletonAnimation::setAnimationListener (Ref* instance, SEL_AnimationStateEvent method) {
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listenerInstance = instance;
listenerMethod = method;
}
spTrackEntry* SkeletonAnimation::setAnimation (int trackIndex, const char* name, bool loop) {
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spAnimation* animation = spSkeletonData_findAnimation(skeleton->data, name);
if (!animation) {
log("Spine: Animation not found: %s", name);
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return 0;
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}
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return spAnimationState_setAnimation(state, trackIndex, animation, loop);
}
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spTrackEntry* SkeletonAnimation::addAnimation (int trackIndex, const char* name, bool loop, float delay) {
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spAnimation* animation = spSkeletonData_findAnimation(skeleton->data, name);
if (!animation) {
log("Spine: Animation not found: %s", name);
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return 0;
}
return spAnimationState_addAnimation(state, trackIndex, animation, loop, delay);
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}
spTrackEntry* SkeletonAnimation::getCurrent (int trackIndex) {
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return spAnimationState_getCurrent(state, trackIndex);
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}
void SkeletonAnimation::clearTracks () {
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spAnimationState_clearTracks(state);
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}
void SkeletonAnimation::clearTrack (int trackIndex) {
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spAnimationState_clearTrack(state, trackIndex);
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}
void SkeletonAnimation::onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount) {
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if (listenerInstance) (listenerInstance->*listenerMethod)(this, trackIndex, type, event, loopCount);
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}
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}