/******************************************************************************* * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list 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 namespace spine { typedef struct { AnimationStateData* const data; Animation* const animation; float time; int/*bool*/loop; } AnimationState; /* @param data May be 0 for no mixing. */ AnimationState* AnimationState_create (AnimationStateData* data); void AnimationState_dispose (AnimationState* self); void AnimationState_update (AnimationState* self, float delta); void AnimationState_apply (AnimationState* self, struct Skeleton* skeleton); /* @param animationName May be 0. */ void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop); /* @param animation May be 0. */ void AnimationState_setAnimation (AnimationState* self, Animation* animation, int/*bool*/loop); /** @param animationName May be 0. * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */ void AnimationState_addAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop, float delay); /** @param animation May be 0. * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */ void AnimationState_addAnimation (AnimationState* self, Animation* animation, int/*bool*/loop, float delay); void AnimationState_clearAnimation (AnimationState* self); int/*bool*/AnimationState_isComplete (AnimationState* self); } // namespace spine { #endif /* SPINE_ANIMATIONSTATE_H_ */