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

105 lines
4.7 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.
*****************************************************************************/
#ifndef SPINE_SKELETONANIMATION_H_
#define SPINE_SKELETONANIMATION_H_
#include <spine/spine.h>
#include <spine/SkeletonRenderer.h>
#include "cocos2d.h"
namespace spine {
typedef std::function<void(int trackIndex)> StartListener;
typedef std::function<void(int trackIndex)> EndListener;
typedef std::function<void(int trackIndex, int loopCount)> CompleteListener;
typedef std::function<void(int trackIndex, spEvent* event)> EventListener;
/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
* played later. */
class SkeletonAnimation: public SkeletonRenderer {
public:
static SkeletonAnimation* createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
static SkeletonAnimation* createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
static SkeletonAnimation* createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
virtual void update (float deltaTime);
void setAnimationStateData (spAnimationStateData* stateData);
void setMix (const std::string& fromAnimation, const std::string& toAnimation, float duration);
spTrackEntry* setAnimation (int trackIndex, const std::string& name, bool loop);
spTrackEntry* addAnimation (int trackIndex, const std::string& name, bool loop, float delay = 0);
spTrackEntry* getCurrent (int trackIndex = 0);
void clearTracks ();
void clearTrack (int trackIndex = 0);
void setStartListener (const StartListener& listener);
void setEndListener (const EndListener& listener);
void setCompleteListener (const CompleteListener& listener);
void setEventListener (const EventListener& listener);
void setTrackStartListener (spTrackEntry* entry, const StartListener& listener);
void setTrackEndListener (spTrackEntry* entry, const EndListener& listener);
void setTrackCompleteListener (spTrackEntry* entry, const CompleteListener& listener);
void setTrackEventListener (spTrackEntry* entry, const EventListener& listener);
virtual void onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
virtual void onTrackEntryEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
spAnimationState* getState() const;
CC_CONSTRUCTOR_ACCESS:
SkeletonAnimation ();
SkeletonAnimation (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
SkeletonAnimation (const std::string&skeletonDataFile, spAtlas* atlas, float scale = 1);
SkeletonAnimation (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
virtual ~SkeletonAnimation ();
void initialize ();
protected:
spAnimationState* _state;
bool _ownsAnimationStateData;
StartListener _startListener;
EndListener _endListener;
CompleteListener _completeListener;
EventListener _eventListener;
private:
typedef SkeletonRenderer super;
};
}
#endif /* SPINE_SKELETONANIMATION_H_ */