/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes 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 develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes 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. * * 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 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) 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. *****************************************************************************/ #ifndef SPINE_ANIMATIONSTATE_H_ #define SPINE_ANIMATIONSTATE_H_ #include #include #include #ifdef __cplusplus extern "C" { #endif typedef enum { SP_ANIMATION_START, SP_ANIMATION_INTERRUPT, SP_ANIMATION_END, SP_ANIMATION_COMPLETE, SP_ANIMATION_DISPOSE, SP_ANIMATION_EVENT } spEventType; typedef struct spAnimationState spAnimationState; typedef struct spTrackEntry spTrackEntry; typedef void (*spAnimationStateListener) (spAnimationState* state, spEventType type, spTrackEntry* entry, spEvent* event); struct spTrackEntry { spAnimation* animation; spTrackEntry* next; spTrackEntry* mixingFrom; spAnimationStateListener listener; int trackIndex; int /*boolean*/ loop; float eventThreshold, attachmentThreshold, drawOrderThreshold; float animationStart, animationEnd, animationLast, nextAnimationLast; float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale; float alpha, mixTime, mixDuration, mixAlpha; int* /*boolean*/ timelinesFirst; int timelinesFirstCount; float* timelinesRotation; int timelinesRotationCount; void* rendererObject; #ifdef __cplusplus spTrackEntry() : animation(0), next(0), mixingFrom(0), listener(0), trackIndex(0), loop(0), eventThreshold(0), attachmentThreshold(0), drawOrderThreshold(0), animationStart(0), animationEnd(0), animationLast(0), nextAnimationLast(0), delay(0), trackTime(0), trackLast(0), nextTrackLast(0), trackEnd(0), timeScale(0), alpha(0), mixTime(0), mixDuration(0), mixAlpha(0), timelinesFirst(0), timelinesFirstCount(0), timelinesRotation(0), timelinesRotationCount(0) { } #endif }; struct spAnimationState { spAnimationStateData* const data; int tracksCount; spTrackEntry** tracks; spAnimationStateListener listener; float timeScale; void* rendererObject; #ifdef __cplusplus spAnimationState() : data(0), tracksCount(0), tracks(0), listener(0), timeScale(0) { } #endif }; /* @param data May be 0 for no mixing. */ spAnimationState* spAnimationState_create (spAnimationStateData* data); void spAnimationState_dispose (spAnimationState* self); void spAnimationState_update (spAnimationState* self, float delta); void spAnimationState_apply (spAnimationState* self, struct spSkeleton* skeleton); void spAnimationState_clearTracks (spAnimationState* self); void spAnimationState_clearTrack (spAnimationState* self, int trackIndex); /** 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); /** 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); spTrackEntry* spAnimationState_setEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration); spTrackEntry* spAnimationState_addEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration, float delay); void spAnimationState_setEmptyAnimations(spAnimationState* self, float mixDuration); spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex); void spAnimationState_clearListenerNotifications(spAnimationState* self); float spTrackEntry_getAnimationTime (spTrackEntry* entry); /** Use this to dispose static memory before your app exits to appease your memory leak detector*/ void spAnimationState_disposeStatics (); #ifdef SPINE_SHORT_NAMES typedef spEventType EventType; #define ANIMATION_START SP_ANIMATION_START #define ANIMATION_INTERRUPT SP_ANIMATION_INTERRUPT #define ANIMATION_END SP_ANIMATION_END #define ANIMATION_COMPLETE SP_ANIMATION_COMPLETE #define ANIMATION_DISPOSE SP_ANIMATION_DISPOSE #define ANIMATION_EVENT SP_ANIMATION_EVENT 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_setEmptyAnimation(...) spAnimatinState_setEmptyAnimation(__VA_ARGS__) #define AnimationState_addEmptyAnimation(...) spAnimatinState_addEmptyAnimation(__VA_ARGS__) #define AnimationState_setEmptyAnimations(...) spAnimatinState_setEmptyAnimations(__VA_ARGS__) #define AnimationState_getCurrent(...) spAnimationState_getCurrent(__VA_ARGS__) #define AnimationState_clearListenerNotifications(...) spAnimatinState_clearListenerNotifications(__VA_ARGS__) #endif #ifdef __cplusplus } #endif #endif /* SPINE_ANIMATIONSTATE_H_ */