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