/****************************************************************************** * 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_CCSKELETONANIMATION_H_ #define SPINE_CCSKELETONANIMATION_H_ #include #include #include "cocos2d.h" namespace spine { class SkeletonAnimation; typedef void (cocos2d::Object::*SEL_AnimationStateEvent)(spine::SkeletonAnimation* node, int trackIndex, spEventType type, spEvent* event, int loopCount); #define animationStateEvent_selector(_SELECTOR) (SEL_AnimationStateEvent)(&_SELECTOR) /** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be * played later. */ class SkeletonAnimation: public Skeleton { public: spAnimationState* state; static SkeletonAnimation* createWithData (spSkeletonData* skeletonData); static SkeletonAnimation* createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale = 0); static SkeletonAnimation* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 0); SkeletonAnimation (spSkeletonData* skeletonData); SkeletonAnimation (const char* skeletonDataFile, spAtlas* atlas, float scale = 0); SkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale = 0); virtual ~SkeletonAnimation (); virtual void update (float deltaTime); void setAnimationStateData (spAnimationStateData* stateData); void setMix (const char* fromAnimation, const char* toAnimation, float duration); void setAnimationListener (cocos2d::Object* instance, SEL_AnimationStateEvent method); spTrackEntry* setAnimation (int trackIndex, const char* name, bool loop); spTrackEntry* addAnimation (int trackIndex, const char* name, bool loop, float delay = 0); spTrackEntry* getCurrent (int trackIndex = 0); void clearTracks (); void clearTrack (int trackIndex = 0); virtual void onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount); protected: SkeletonAnimation (); private: typedef Skeleton super; cocos2d::Object* listenerInstance; SEL_AnimationStateEvent listenerMethod; bool ownsAnimationStateData; void initialize (); }; } #endif /* SPINE_CCSKELETONANIMATION_H_ */