/****************************************************************************** * 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 GODOT_SPINEANIMATIONSTATEDATARESOURCE_H #define GODOT_SPINEANIMATIONSTATEDATARESOURCE_H #include "core/variant_parser.h" #include "SpineSkeletonDataResource.h" class SpineAnimationStateDataResource : public Resource { GDCLASS(SpineAnimationStateDataResource, Resource); protected: static void _bind_methods(); private: Ref skeleton; spine::AnimationStateData *animation_state_data; bool animation_state_data_created; float default_mix; public: void set_skeleton(const Ref &s); Ref get_skeleton() const; inline spine::AnimationStateData *get_animation_state_data() { return animation_state_data; } void set_default_mix(float m); float get_default_mix(); void set_mix(const String &from, const String &to, float mix_duration); float get_mix(const String &from, const String &to); void _on_skeleton_data_loaded(); void _on_skeleton_data_changed(); bool is_animation_state_data_created(); SpineAnimationStateDataResource(); ~SpineAnimationStateDataResource(); }; #endif//GODOT_SPINEANIMATIONSTATEDATARESOURCE_H