/****************************************************************************** * 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_SPINEANIMATIONSTATE_H #define GODOT_SPINEANIMATIONSTATE_H #include "core/variant_parser.h" #include "SpineAnimationStateDataResource.h" #include "SpineSkeleton.h" #include "SpineTrackEntry.h" class SpineAnimationState : public Reference { GDCLASS(SpineAnimationState, Reference); protected: static void _bind_methods(); private: spine::AnimationState *animation_state; Ref anim_state_data_res; public: void load_animation_state(Ref ad); inline void set_animation_state(spine::AnimationState *a) { animation_state = a; } inline spine::AnimationState *get_animation_state() { return animation_state; } void reload_animation_state(); Ref set_animation(const String &anim_name, bool loop, uint64_t track_id); inline void set_animation_by_ref(Ref anim, bool loop, uint64_t track_id) { if (anim.is_valid()) { animation_state->setAnimation(track_id, anim->get_spine_object(), loop); } } Ref add_animation(const String &anim_name, float delay, bool loop, uint64_t track_id); Ref set_empty_animation(uint64_t track_id, float mix_duration); Ref add_empty_animation(uint64_t track_id, float mix_duration, float delay); void set_empty_animations(float mix_duration); Ref get_data(); float get_time_scale(); void set_time_scale(float v); void disable_queue(); void enable_queue(); void update(float delta); bool apply(Ref skeleton); void clear_tracks(); void clear_track(uint64_t track_id); Ref get_current(uint64_t track_index); SpineAnimationState(); ~SpineAnimationState(); }; #endif//GODOT_SPINEANIMATIONSTATE_H