/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), 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. * * 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 SOFTARE 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 <spine/Animation.h> #include <spine/AnimationStateData.h> #include <spine/Event.h> #ifdef __cplusplus extern "C" { #endif typedef enum { SP_ANIMATION_START, SP_ANIMATION_END, SP_ANIMATION_COMPLETE, SP_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 { spAnimationState* const state; spTrackEntry* next; spTrackEntry* previous; spAnimation* animation; int/*bool*/loop; float delay, time, lastTime, endTime, timeScale; spAnimationStateListener listener; float mixTime, mixDuration, mix; void* rendererObject; #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 }; struct spAnimationState { spAnimationStateData* const data; float timeScale; spAnimationStateListener listener; int tracksCount; spTrackEntry** tracks; void* rendererObject; #ifdef __cplusplus spAnimationState() : data(0), timeScale(0), listener(0), tracksCount(0), tracks(0), rendererObject(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_getCurrent (spAnimationState* self, int trackIndex); #ifdef SPINE_SHORT_NAMES typedef spEventType EventType; #define ANIMATION_START SP_ANIMATION_START #define ANIMATION_END SP_ANIMATION_END #define ANIMATION_COMPLETE SP_ANIMATION_COMPLETE #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_getCurrent(...) spAnimationState_getCurrent(__VA_ARGS__) #endif #ifdef __cplusplus } #endif #endif /* SPINE_ANIMATIONSTATE_H_ */