/****************************************************************************** * Spine Runtime Software License - Version 1.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * 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: * * 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. * * 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. *****************************************************************************/ #ifndef SPINE_ANIMATIONSTATE_H_ #define SPINE_ANIMATIONSTATE_H_ #include #include #include #ifdef __cplusplus extern "C" { #endif typedef enum { ANIMATION_START, ANIMATION_END, ANIMATION_COMPLETE, ANIMATION_EVENT } spEventType; typedef struct spAnimationState spAnimationState; typedef void (*spAnimationStateListener) (spAnimationState* state, int trackIndex, spEventType type, spEvent* event, int loopCount); typedef struct spTrackEntry spTrackEntry; struct spTrackEntry { spTrackEntry* next; spTrackEntry* previous; spAnimation* animation; int/*bool*/loop; float delay, time, lastTime, endTime, timeScale; spAnimationStateListener listener; float mixTime, mixDuration; }; struct spAnimationState { spAnimationStateData* const data; float timeScale; spAnimationStateListener listener; void* context; int trackCount; spTrackEntry** tracks; }; /* @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_getCurrent (spAnimationState* self, int trackIndex); #ifdef SPINE_SHORT_NAMES typedef spEventType EventType; 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 #ifdef __cplusplus } #endif #endif /* SPINE_ANIMATIONSTATE_H_ */