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

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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* 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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*****************************************************************************/
#ifndef SPINE_ANIMATIONSTATE_H_
#define SPINE_ANIMATIONSTATE_H_
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#include <spine/Animation.h>
#include <spine/AnimationStateData.h>
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#include <spine/Event.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
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SP_ANIMATION_START, SP_ANIMATION_END, SP_ANIMATION_COMPLETE, SP_ANIMATION_EVENT
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} spEventType;
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typedef struct spAnimationState spAnimationState;
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typedef void (*spAnimationStateListener) (spAnimationState* state, int trackIndex, spEventType type, spEvent* event,
int loopCount);
typedef struct spTrackEntry spTrackEntry;
struct spTrackEntry {
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spAnimationState* const state;
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spTrackEntry* next;
spTrackEntry* previous;
spAnimation* animation;
int/*bool*/loop;
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float delay, time, lastTime, endTime, timeScale;
spAnimationStateListener listener;
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float mixTime, mixDuration, mix;
void* rendererObject;
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#ifdef __cplusplus
spTrackEntry() :
state(0),
next(0),
previous(0),
animation(0),
loop(0),
delay(0), time(0), lastTime(0), endTime(0), timeScale(0),
listener(0),
mixTime(0), mixDuration(0), mix(0),
rendererObject(0) {
}
#endif
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};
struct spAnimationState {
spAnimationStateData* const data;
float timeScale;
spAnimationStateListener listener;
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int tracksCount;
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spTrackEntry** tracks;
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void* rendererObject;
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#ifdef __cplusplus
spAnimationState() :
data(0),
timeScale(0),
listener(0),
tracksCount(0),
tracks(0),
rendererObject(0) {
}
#endif
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};
/* @param data May be 0 for no mixing. */
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spAnimationState* spAnimationState_create (spAnimationStateData* data);
void spAnimationState_dispose (spAnimationState* self);
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void spAnimationState_update (spAnimationState* self, float delta);
void spAnimationState_apply (spAnimationState* self, struct spSkeleton* skeleton);
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void spAnimationState_clearTracks (spAnimationState* self);
void spAnimationState_clearTrack (spAnimationState* self, int trackIndex);
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/** Set the current animation. Any queued animations are cleared. */
spTrackEntry* spAnimationState_setAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
int/*bool*/loop);
spTrackEntry* spAnimationState_setAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop);
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/** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
* duration. */
spTrackEntry* spAnimationState_addAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
int/*bool*/loop, float delay);
spTrackEntry* spAnimationState_addAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop,
float delay);
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spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex);
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#ifdef SPINE_SHORT_NAMES
typedef spEventType EventType;
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#define ANIMATION_START SP_ANIMATION_START
#define ANIMATION_END SP_ANIMATION_END
#define ANIMATION_COMPLETE SP_ANIMATION_COMPLETE
#define ANIMATION_EVENT SP_ANIMATION_EVENT
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typedef spAnimationStateListener AnimationStateListener;
typedef spTrackEntry TrackEntry;
typedef spAnimationState AnimationState;
#define AnimationState_create(...) spAnimationState_create(__VA_ARGS__)
#define AnimationState_dispose(...) spAnimationState_dispose(__VA_ARGS__)
#define AnimationState_update(...) spAnimationState_update(__VA_ARGS__)
#define AnimationState_apply(...) spAnimationState_apply(__VA_ARGS__)
#define AnimationState_clearTracks(...) spAnimationState_clearTracks(__VA_ARGS__)
#define AnimationState_clearTrack(...) spAnimationState_clearTrack(__VA_ARGS__)
#define AnimationState_setAnimationByName(...) spAnimationState_setAnimationByName(__VA_ARGS__)
#define AnimationState_setAnimation(...) spAnimationState_setAnimation(__VA_ARGS__)
#define AnimationState_addAnimationByName(...) spAnimationState_addAnimationByName(__VA_ARGS__)
#define AnimationState_addAnimation(...) spAnimationState_addAnimation(__VA_ARGS__)
#define AnimationState_getCurrent(...) spAnimationState_getCurrent(__VA_ARGS__)
#endif
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#ifdef __cplusplus
}
#endif
#endif /* SPINE_ANIMATIONSTATE_H_ */