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

50 lines
2.3 KiB
C++

/*******************************************************************************
* 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_ANIMATIONSTATEDATA_H_
#define SPINE_ANIMATIONSTATEDATA_H_
#include <spine/Animation.h>
#include <spine/SkeletonData.h>
namespace spine {
typedef struct {
SkeletonData* const skeletonData;
const void* const entries;
} AnimationStateData;
AnimationStateData* AnimationStateData_create (SkeletonData* skeletonData);
void AnimationStateData_dispose (AnimationStateData* self);
void AnimationStateData_setMixByName (AnimationStateData* self, const char* fromName, const char* toName, float duration);
void AnimationStateData_setMix (AnimationStateData* self, Animation* from, Animation* to, float duration);
/* Returns 0 if there is no mixing between the animations. */
float AnimationStateData_getMix (AnimationStateData* self, Animation* from, Animation* to);
} // namespace spine {
#endif /* SPINE_ANIMATIONSTATEDATA_H_ */