#include "animation_state.h" #include using namespace spine; spine_animation_state spine_animation_state_create(spine_animation_state_data data) { return (spine_animation_state) new (__FILE__, __LINE__) AnimationState(*((AnimationStateData *) data)); } void spine_animation_state_dispose(spine_animation_state self) { delete (AnimationState *) self; } void spine_animation_state_update(spine_animation_state self, float delta) { AnimationState *_self = (AnimationState *) self; _self->update(delta); } bool spine_animation_state_apply(spine_animation_state self, spine_skeleton skeleton) { AnimationState *_self = (AnimationState *) self; return _self->apply(*((Skeleton *) skeleton)); } void spine_animation_state_clear_tracks(spine_animation_state self) { AnimationState *_self = (AnimationState *) self; _self->clearTracks(); } void spine_animation_state_clear_track(spine_animation_state self, size_t trackIndex) { AnimationState *_self = (AnimationState *) self; _self->clearTrack(trackIndex); } spine_track_entry spine_animation_state_set_animation_1(spine_animation_state self, size_t trackIndex, const char *animationName, bool loop) { AnimationState *_self = (AnimationState *) self; return (spine_track_entry) &_self->setAnimation(trackIndex, String(animationName), loop); } spine_track_entry spine_animation_state_set_animation_2(spine_animation_state self, size_t trackIndex, spine_animation animation, bool loop) { AnimationState *_self = (AnimationState *) self; return (spine_track_entry) &_self->setAnimation(trackIndex, *((Animation *) animation), loop); } spine_track_entry spine_animation_state_add_animation_1(spine_animation_state self, size_t trackIndex, const char *animationName, bool loop, float delay) { AnimationState *_self = (AnimationState *) self; return (spine_track_entry) &_self->addAnimation(trackIndex, String(animationName), loop, delay); } spine_track_entry spine_animation_state_add_animation_2(spine_animation_state self, size_t trackIndex, spine_animation animation, bool loop, float delay) { AnimationState *_self = (AnimationState *) self; return (spine_track_entry) &_self->addAnimation(trackIndex, *((Animation *) animation), loop, delay); } spine_track_entry spine_animation_state_set_empty_animation(spine_animation_state self, size_t trackIndex, float mixDuration) { AnimationState *_self = (AnimationState *) self; return (spine_track_entry) &_self->setEmptyAnimation(trackIndex, mixDuration); } spine_track_entry spine_animation_state_add_empty_animation(spine_animation_state self, size_t trackIndex, float mixDuration, float delay) { AnimationState *_self = (AnimationState *) self; return (spine_track_entry) &_self->addEmptyAnimation(trackIndex, mixDuration, delay); } void spine_animation_state_set_empty_animations(spine_animation_state self, float mixDuration) { AnimationState *_self = (AnimationState *) self; _self->setEmptyAnimations(mixDuration); } /*@null*/ spine_track_entry spine_animation_state_get_current(spine_animation_state self, size_t trackIndex) { AnimationState *_self = (AnimationState *) self; return (spine_track_entry) _self->getCurrent(trackIndex); } spine_animation_state_data spine_animation_state_get_data(spine_animation_state self) { AnimationState *_self = (AnimationState *) self; return (spine_animation_state_data) &_self->getData(); } spine_array_track_entry spine_animation_state_get_tracks(spine_animation_state self) { AnimationState *_self = (AnimationState *) self; return (spine_array_track_entry) &_self->getTracks(); } float spine_animation_state_get_time_scale(spine_animation_state self) { AnimationState *_self = (AnimationState *) self; return _self->getTimeScale(); } void spine_animation_state_set_time_scale(spine_animation_state self, float inValue) { AnimationState *_self = (AnimationState *) self; _self->setTimeScale(inValue); } void spine_animation_state_disable_queue(spine_animation_state self) { AnimationState *_self = (AnimationState *) self; _self->disableQueue(); } void spine_animation_state_enable_queue(spine_animation_state self) { AnimationState *_self = (AnimationState *) self; _self->enableQueue(); } void spine_animation_state_set_manual_track_entry_disposal(spine_animation_state self, bool inValue) { AnimationState *_self = (AnimationState *) self; _self->setManualTrackEntryDisposal(inValue); } bool spine_animation_state_get_manual_track_entry_disposal(spine_animation_state self) { AnimationState *_self = (AnimationState *) self; return _self->getManualTrackEntryDisposal(); } void spine_animation_state_dispose_track_entry(spine_animation_state self, /*@null*/ spine_track_entry entry) { AnimationState *_self = (AnimationState *) self; _self->disposeTrackEntry((TrackEntry *) entry); } /*@null*/ void *spine_animation_state_get_renderer_object(spine_animation_state self) { AnimationState *_self = (AnimationState *) self; return _self->getRendererObject(); }