/****************************************************************************** * 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_SPINEANIMATION_H #define GODOT_SPINEANIMATION_H #include "SpineConstant.h" #include "core/reference.h" #include class SpineEvent; class SpineSkeleton; class SpineTimeline; class SpineAnimation : public Reference { GDCLASS(SpineAnimation, Reference); private: spine::Animation *animation; protected: static void _bind_methods(); public: SpineAnimation(); ~SpineAnimation(); inline void set_spine_object(spine::Animation *animation) { this->animation = animation; } inline spine::Animation *get_spine_object() { return animation; } void apply(Ref skeleton, float lastTime, float time, bool loop, Array events, float alpha, SpineConstant::MixBlend blend, SpineConstant::MixDirection direction); Array get_timelines(); bool has_timeline(Array ids); String get_name(); float get_duration(); void set_duration(float duration); }; #endif//GODOT_SPINEANIMATION_H