mirror of https://github.com/axmolengine/axmol.git
178 lines
6.0 KiB
C++
178 lines
6.0 KiB
C++
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#include <spine/AnimationState.h>
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#include <spine/extension.h>
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#include <stdio.h>
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namespace cocos2d { namespace extension {
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typedef struct _Entry _Entry;
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struct _Entry {
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Animation* animation;
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int/*bool*/loop;
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float delay;
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_Entry* next;
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};
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typedef struct {
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AnimationState super;
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Animation *previous;
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float previousTime;
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int/*bool*/previousLoop;
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float mixTime;
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float mixDuration;
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_Entry* queue;
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} _Internal;
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AnimationState* AnimationState_create (AnimationStateData* data) {
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AnimationState* self = SUPER(NEW(_Internal));
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CONST_CAST(AnimationStateData*, self->data) = data;
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return self;
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}
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void _AnimationState_clearQueue (AnimationState* self) {
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_Internal* internal = SUB_CAST(_Internal, self);
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_Entry* entry = internal->queue;
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while (entry) {
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_Entry* nextEntry = entry->next;
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FREE(entry);
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entry = nextEntry;
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}
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internal->queue = 0;
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}
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void AnimationState_dispose (AnimationState* self) {
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_AnimationState_clearQueue(self);
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FREE(self);
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}
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void AnimationState_addAnimation (AnimationState* self, Animation* animation, int/*bool*/loop, float delay) {
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_Entry* existingEntry;
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Animation* previousAnimation;
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_Internal* internal = SUB_CAST(_Internal, self);
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_Entry* entry = NEW(_Entry);
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entry->animation = animation;
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entry->loop = loop;
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existingEntry = internal->queue;
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if (existingEntry) {
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while (existingEntry->next)
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existingEntry = existingEntry->next;
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existingEntry->next = entry;
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previousAnimation = existingEntry->animation;
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} else {
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internal->queue = entry;
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previousAnimation = self->animation;
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}
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if (delay <= 0) {
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if (previousAnimation)
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delay = previousAnimation->duration - AnimationStateData_getMix(self->data, previousAnimation, animation) + delay;
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else
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delay = 0;
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}
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entry->delay = delay;
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}
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void AnimationState_addAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop, float delay) {
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Animation* animation = animationName ? SkeletonData_findAnimation(self->data->skeletonData, animationName) : 0;
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AnimationState_addAnimation(self, animation, loop, delay);
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}
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void _AnimationState_setAnimation (AnimationState* self, Animation* newAnimation, int/*bool*/loop) {
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_Internal* internal = SUB_CAST(_Internal, self);
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internal->previous = 0;
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if (newAnimation && self->animation && self->data) {
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internal->mixDuration = AnimationStateData_getMix(self->data, self->animation, newAnimation);
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if (internal->mixDuration > 0) {
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internal->mixTime = 0;
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internal->previous = self->animation;
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internal->previousTime = self->time;
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internal->previousLoop = self->loop;
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}
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}
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CONST_CAST(Animation*, self->animation) = newAnimation;
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self->loop = loop;
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self->time = 0;
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}
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void AnimationState_setAnimation (AnimationState* self, Animation* newAnimation, int/*bool*/loop) {
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_AnimationState_clearQueue(self);
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_AnimationState_setAnimation(self, newAnimation, loop);
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}
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void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop) {
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Animation* animation = animationName ? SkeletonData_findAnimation(self->data->skeletonData, animationName) : 0;
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AnimationState_setAnimation(self, animation, loop);
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}
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void AnimationState_clearAnimation (AnimationState* self) {
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_Internal* internal = SUB_CAST(_Internal, self);
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internal->previous = 0;
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CONST_CAST(Animation*, self->animation) = 0;
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_AnimationState_clearQueue(self);
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}
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void AnimationState_update (AnimationState* self, float delta) {
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_Entry* next;
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_Internal* internal = SUB_CAST(_Internal, self);
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self->time += delta;
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internal->previousTime += delta;
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internal->mixTime += delta;
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if (internal->queue && self->time >= internal->queue->delay) {
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_AnimationState_setAnimation(self, internal->queue->animation, internal->queue->loop);
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next = internal->queue->next;
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FREE(internal->queue);
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internal->queue = next;
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}
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}
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void AnimationState_apply (AnimationState* self, Skeleton* skeleton) {
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_Internal* internal;
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float alpha;
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if (!self->animation) return;
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internal = SUB_CAST(_Internal, self);
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if (internal->previous) {
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Animation_apply(internal->previous, skeleton, internal->previousTime, internal->previousLoop);
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alpha = internal->mixTime / internal->mixDuration;
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if (alpha >= 1) {
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alpha = 1;
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internal->previous = 0;
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}
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Animation_mix(self->animation, skeleton, self->time, self->loop, alpha);
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} else
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Animation_apply(self->animation, skeleton, self->time, self->loop);
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}
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int/*bool*/AnimationState_isComplete (AnimationState* self) {
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return !self->animation || self->time >= self->animation->duration;
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}
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}} // namespace cocos2d { namespace extension {
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