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

324 lines
11 KiB
C

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 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 SOFTWARE 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.
*****************************************************************************/
#include <spine/AnimationState.h>
#include <spine/extension.h>
#include <string.h>
spTrackEntry* _spTrackEntry_create (spAnimationState* state) {
spTrackEntry* self = NEW(spTrackEntry);
CONST_CAST(spAnimationState*, self->state) = state;
self->timeScale = 1;
self->lastTime = -1;
self->mix = 1;
return self;
}
void _spTrackEntry_dispose (spTrackEntry* self) {
if (self->previous) SUB_CAST(_spAnimationState, self->state)->disposeTrackEntry(self->previous);
FREE(self);
}
/**/
spTrackEntry* _spAnimationState_createTrackEntry (spAnimationState* self) {
return _spTrackEntry_create(self);
}
void _spAnimationState_disposeTrackEntry (spTrackEntry* entry) {
_spTrackEntry_dispose(entry);
}
spAnimationState* spAnimationState_create (spAnimationStateData* data) {
_spAnimationState* internal = NEW(_spAnimationState);
spAnimationState* self = SUPER(internal);
internal->events = MALLOC(spEvent*, 64);
self->timeScale = 1;
CONST_CAST(spAnimationStateData*, self->data) = data;
internal->createTrackEntry = _spAnimationState_createTrackEntry;
internal->disposeTrackEntry = _spAnimationState_disposeTrackEntry;
return self;
}
void _spAnimationState_disposeAllEntries (spAnimationState* self, spTrackEntry* entry) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
while (entry) {
spTrackEntry* next = entry->next;
internal->disposeTrackEntry(entry);
entry = next;
}
}
void spAnimationState_dispose (spAnimationState* self) {
int i;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
FREE(internal->events);
for (i = 0; i < self->tracksCount; ++i)
_spAnimationState_disposeAllEntries(self, self->tracks[i]);
FREE(self->tracks);
FREE(self);
}
void _spAnimationState_setCurrent (spAnimationState* self, int index, spTrackEntry* entry);
void spAnimationState_update (spAnimationState* self, float delta) {
int i;
float previousDelta;
delta *= self->timeScale;
for (i = 0; i < self->tracksCount; ++i) {
spTrackEntry* current = self->tracks[i];
if (!current) continue;
current->time += delta * current->timeScale;
if (current->previous) {
previousDelta = delta * current->previous->timeScale;
current->previous->time += previousDelta;
current->mixTime += previousDelta;
}
if (current->next) {
current->next->time = current->lastTime - current->next->delay;
if (current->next->time >= 0) _spAnimationState_setCurrent(self, i, current->next);
} else {
/* End non-looping animation when it reaches its end time and there is no next entry. */
if (!current->loop && current->lastTime >= current->endTime) spAnimationState_clearTrack(self, i);
}
}
}
void spAnimationState_apply (spAnimationState* self, spSkeleton* skeleton) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
int i, ii;
int eventsCount;
int entryChanged;
float time;
spTrackEntry* previous;
for (i = 0; i < self->tracksCount; ++i) {
spTrackEntry* current = self->tracks[i];
if (!current) continue;
eventsCount = 0;
time = current->time;
if (!current->loop && time > current->endTime) time = current->endTime;
previous = current->previous;
if (!previous) {
if (current->mix == 1) {
spAnimation_apply(current->animation, skeleton, current->lastTime, time,
current->loop, internal->events, &eventsCount);
} else {
spAnimation_mix(current->animation, skeleton, current->lastTime, time,
current->loop, internal->events, &eventsCount, current->mix);
}
} else {
float alpha = current->mixTime / current->mixDuration * current->mix;
float previousTime = previous->time;
if (!previous->loop && previousTime > previous->endTime) previousTime = previous->endTime;
spAnimation_apply(previous->animation, skeleton, previousTime, previousTime, previous->loop, 0, 0);
if (alpha >= 1) {
alpha = 1;
internal->disposeTrackEntry(current->previous);
current->previous = 0;
}
spAnimation_mix(current->animation, skeleton, current->lastTime, time,
current->loop, internal->events, &eventsCount, alpha);
}
entryChanged = 0;
for (ii = 0; ii < eventsCount; ++ii) {
spEvent* event = internal->events[ii];
if (current->listener) {
current->listener(self, i, SP_ANIMATION_EVENT, event, 0);
if (self->tracks[i] != current) {
entryChanged = 1;
break;
}
}
if (self->listener) {
self->listener(self, i, SP_ANIMATION_EVENT, event, 0);
if (self->tracks[i] != current) {
entryChanged = 1;
break;
}
}
}
if (entryChanged) continue;
/* Check if completed the animation or a loop iteration. */
if (current->loop ? (FMOD(current->lastTime, current->endTime) > FMOD(time, current->endTime))
: (current->lastTime < current->endTime && time >= current->endTime)) {
int count = (int)(time / current->endTime);
if (current->listener) {
current->listener(self, i, SP_ANIMATION_COMPLETE, 0, count);
if (self->tracks[i] != current) continue;
}
if (self->listener) {
self->listener(self, i, SP_ANIMATION_COMPLETE, 0, count);
if (self->tracks[i] != current) continue;
}
}
current->lastTime = current->time;
}
}
void spAnimationState_clearTracks (spAnimationState* self) {
int i;
for (i = 0; i < self->tracksCount; ++i)
spAnimationState_clearTrack(self, i);
self->tracksCount = 0;
}
void spAnimationState_clearTrack (spAnimationState* self, int trackIndex) {
spTrackEntry* current;
if (trackIndex >= self->tracksCount) return;
current = self->tracks[trackIndex];
if (!current) return;
if (current->listener) current->listener(self, trackIndex, SP_ANIMATION_END, 0, 0);
if (self->listener) self->listener(self, trackIndex, SP_ANIMATION_END, 0, 0);
self->tracks[trackIndex] = 0;
_spAnimationState_disposeAllEntries(self, current);
}
spTrackEntry* _spAnimationState_expandToIndex (spAnimationState* self, int index) {
spTrackEntry** newTracks;
if (index < self->tracksCount) return self->tracks[index];
newTracks = CALLOC(spTrackEntry*, index + 1);
memcpy(newTracks, self->tracks, self->tracksCount * sizeof(spTrackEntry*));
FREE(self->tracks);
self->tracks = newTracks;
self->tracksCount = index + 1;
return 0;
}
void _spAnimationState_setCurrent (spAnimationState* self, int index, spTrackEntry* entry) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
spTrackEntry* current = _spAnimationState_expandToIndex(self, index);
if (current) {
spTrackEntry* previous = current->previous;
current->previous = 0;
if (current->listener) current->listener(self, index, SP_ANIMATION_END, 0, 0);
if (self->listener) self->listener(self, index, SP_ANIMATION_END, 0, 0);
entry->mixDuration = spAnimationStateData_getMix(self->data, current->animation, entry->animation);
if (entry->mixDuration > 0) {
entry->mixTime = 0;
/* If a mix is in progress, mix from the closest animation. */
if (previous && current->mixTime / current->mixDuration < 0.5f) {
entry->previous = previous;
previous = current;
} else
entry->previous = current;
} else
internal->disposeTrackEntry(current);
if (previous) internal->disposeTrackEntry(previous);
}
self->tracks[index] = entry;
if (entry->listener) {
entry->listener(self, index, SP_ANIMATION_START, 0, 0);
if (self->tracks[index] != entry) return;
}
if (self->listener) self->listener(self, index, SP_ANIMATION_START, 0, 0);
}
spTrackEntry* spAnimationState_setAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
int/*bool*/loop) {
spAnimation* animation = spSkeletonData_findAnimation(self->data->skeletonData, animationName);
return spAnimationState_setAnimation(self, trackIndex, animation, loop);
}
spTrackEntry* spAnimationState_setAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
spTrackEntry* entry;
spTrackEntry* current = _spAnimationState_expandToIndex(self, trackIndex);
if (current) _spAnimationState_disposeAllEntries(self, current->next);
entry = internal->createTrackEntry(self);
entry->animation = animation;
entry->loop = loop;
entry->endTime = animation->duration;
_spAnimationState_setCurrent(self, trackIndex, entry);
return entry;
}
spTrackEntry* spAnimationState_addAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
int/*bool*/loop, float delay) {
spAnimation* animation = spSkeletonData_findAnimation(self->data->skeletonData, animationName);
return spAnimationState_addAnimation(self, trackIndex, animation, loop, delay);
}
spTrackEntry* spAnimationState_addAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop,
float delay) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
spTrackEntry* last;
spTrackEntry* entry = internal->createTrackEntry(self);
entry->animation = animation;
entry->loop = loop;
entry->endTime = animation->duration;
last = _spAnimationState_expandToIndex(self, trackIndex);
if (last) {
while (last->next)
last = last->next;
last->next = entry;
} else
self->tracks[trackIndex] = entry;
if (delay <= 0) {
if (last)
delay += last->endTime - spAnimationStateData_getMix(self->data, last->animation, animation);
else
delay = 0;
}
entry->delay = delay;
return entry;
}
spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex) {
if (trackIndex >= self->tracksCount) return 0;
return self->tracks[trackIndex];
}