axmol/cocos/editor-support/spine/AnimationState.h

177 lines
7.3 KiB
C

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) 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_INTERRUPT, SP_ANIMATION_END, SP_ANIMATION_COMPLETE, SP_ANIMATION_DISPOSE, SP_ANIMATION_EVENT
} spEventType;
typedef struct spAnimationState spAnimationState;
typedef struct spTrackEntry spTrackEntry;
typedef void (*spAnimationStateListener) (spAnimationState* state, spEventType type, spTrackEntry* entry, spEvent* event);
struct spTrackEntry {
spAnimation* animation;
spTrackEntry* next;
spTrackEntry* mixingFrom;
spAnimationStateListener listener;
int trackIndex;
int /*boolean*/ loop;
float eventThreshold, attachmentThreshold, drawOrderThreshold;
float animationStart, animationEnd, animationLast, nextAnimationLast;
float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale;
float alpha, mixTime, mixDuration, mixAlpha;
int* /*boolean*/ timelinesFirst;
int timelinesFirstCount;
float* timelinesRotation;
int timelinesRotationCount;
void* rendererObject;
#ifdef __cplusplus
spTrackEntry() :
animation(0),
next(0), mixingFrom(0),
listener(0),
trackIndex(0),
loop(0),
eventThreshold(0), attachmentThreshold(0), drawOrderThreshold(0),
animationStart(0), animationEnd(0), animationLast(0), nextAnimationLast(0),
delay(0), trackTime(0), trackLast(0), nextTrackLast(0), trackEnd(0), timeScale(0),
alpha(0), mixTime(0), mixDuration(0), mixAlpha(0),
timelinesFirst(0),
timelinesFirstCount(0),
timelinesRotation(0),
timelinesRotationCount(0) {
}
#endif
};
struct spAnimationState {
spAnimationStateData* const data;
int tracksCount;
spTrackEntry** tracks;
spAnimationStateListener listener;
float timeScale;
void* rendererObject;
#ifdef __cplusplus
spAnimationState() :
data(0),
tracksCount(0),
tracks(0),
listener(0),
timeScale(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_setEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration);
spTrackEntry* spAnimationState_addEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration, float delay);
void spAnimationState_setEmptyAnimations(spAnimationState* self, float mixDuration);
spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex);
void spAnimationState_clearListenerNotifications(spAnimationState* self);
float spTrackEntry_getAnimationTime (spTrackEntry* entry);
/** Use this to dispose static memory before your app exits to appease your memory leak detector*/
void spAnimationState_disposeStatics ();
#ifdef SPINE_SHORT_NAMES
typedef spEventType EventType;
#define ANIMATION_START SP_ANIMATION_START
#define ANIMATION_INTERRUPT SP_ANIMATION_INTERRUPT
#define ANIMATION_END SP_ANIMATION_END
#define ANIMATION_COMPLETE SP_ANIMATION_COMPLETE
#define ANIMATION_DISPOSE SP_ANIMATION_DISPOSE
#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_setEmptyAnimation(...) spAnimatinState_setEmptyAnimation(__VA_ARGS__)
#define AnimationState_addEmptyAnimation(...) spAnimatinState_addEmptyAnimation(__VA_ARGS__)
#define AnimationState_setEmptyAnimations(...) spAnimatinState_setEmptyAnimations(__VA_ARGS__)
#define AnimationState_getCurrent(...) spAnimationState_getCurrent(__VA_ARGS__)
#define AnimationState_clearListenerNotifications(...) spAnimatinState_clearListenerNotifications(__VA_ARGS__)
#endif
#ifdef __cplusplus
}
#endif
#endif /* SPINE_ANIMATIONSTATE_H_ */