mirror of https://github.com/axmolengine/axmol.git
98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_Sequence_h
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#define Spine_Sequence_h
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#include <spine/Vector.h>
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#include <spine/SpineString.h>
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#include <spine/TextureRegion.h>
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namespace spine {
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class Slot;
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class Attachment;
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class SkeletonBinary;
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class SkeletonJson;
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class SP_API Sequence : public SpineObject {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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public:
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Sequence(int count);
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~Sequence();
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Sequence *copy();
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void apply(Slot *slot, Attachment *attachment);
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String getPath(const String &basePath, int index);
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int getId() { return _id; }
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void setId(int id) { _id = id; }
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int getStart() { return _start; }
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void setStart(int start) { _start = start; }
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int getDigits() { return _digits; }
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void setDigits(int digits) { _digits = digits; }
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int getSetupIndex() { return _setupIndex; }
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void setSetupIndex(int setupIndex) { _setupIndex = setupIndex; }
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Vector<TextureRegion *> &getRegions() { return _regions; }
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private:
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int _id;
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Vector<TextureRegion *> _regions;
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int _start;
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int _digits;
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int _setupIndex;
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int getNextID();
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};
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enum SequenceMode {
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hold = 0,
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once = 1,
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loop = 2,
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pingpong = 3,
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onceReverse = 4,
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loopReverse = 5,
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pingpongReverse = 6
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};
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}
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#endif |