axmol/extensions/spine/runtime/include/spine/AnimationStateData.h

86 lines
3.3 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_AnimationStateData_h
#define Spine_AnimationStateData_h
#include <spine/HashMap.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <assert.h>
namespace spine {
class SkeletonData;
class Animation;
/// Stores mix (crossfade) durations to be applied when AnimationState animations are changed.
class SP_API AnimationStateData : public SpineObject {
friend class AnimationState;
public:
explicit AnimationStateData(SkeletonData* skeletonData);
/// The SkeletonData to look up animations when they are specified by name.
SkeletonData* getSkeletonData();
/// The mix duration to use when no mix duration has been specifically defined between two animations.
float getDefaultMix();
void setDefaultMix(float inValue);
/// Sets a mix duration by animation names.
void setMix(const String& fromName, const String& toName, float duration);
/// Sets a mix duration when changing from the specified animation to the other.
/// See TrackEntry.MixDuration.
void setMix(Animation* from, Animation* to, float duration);
/// The mix duration to use when changing from the specified animation to the other,
/// or the DefaultMix if no mix duration has been set.
float getMix(Animation* from, Animation* to);
private:
class AnimationPair : public SpineObject {
public:
Animation* _a1;
Animation* _a2;
explicit AnimationPair(Animation* a1 = NULL, Animation* a2 = NULL);
bool operator==(const AnimationPair &other) const;
};
SkeletonData* _skeletonData;
float _defaultMix;
HashMap<AnimationPair, float> _animationToMixTime;
};
}
#endif /* Spine_AnimationStateData_h */