/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #define SPINE_SHORT_NAMES #import #import #import "cocos2d.h" @class CCSkeletonAnimation; @protocol CCSkeletonAnimationDelegate @optional - (void) animationDidStart:(CCSkeletonAnimation*)animation track:(int)trackIndex; - (void) animationWillEnd:(CCSkeletonAnimation*)animation track:(int)trackIndex; - (void) animationDidTriggerEvent:(CCSkeletonAnimation*)animation track:(int)trackIndex event:(Event*)event; - (void) animationDidComplete:(CCSkeletonAnimation*)animation track:(int)trackIndex loopCount:(int)loopCount; @end /** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be * played later. */ @interface CCSkeletonAnimation : CCSkeleton { AnimationState* _state; bool _ownsAnimationStateData; id _delegate; bool _delegateStart, _delegateEnd, _delegateEvent, _delegateComplete; } + (id) skeletonWithData:(SkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData; + (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(Atlas*)atlas scale:(float)scale; + (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale; - (id) initWithData:(SkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData; - (id) initWithFile:(NSString*)skeletonDataFile atlas:(Atlas*)atlas scale:(float)scale; - (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale; - (void) setAnimationStateData:(AnimationStateData*)stateData; - (void) setMixFrom:(NSString*)fromAnimation to:(NSString*)toAnimation duration:(float)duration; - (void) setDelegate:(id)delegate; - (TrackEntry*) setAnimationForTrack:(int)trackIndex name:(NSString*)name loop:(bool)loop; - (TrackEntry*) addAnimationForTrack:(int)trackIndex name:(NSString*)name loop:(bool)loop afterDelay:(int)delay; - (TrackEntry*) getCurrentForTrack:(int)trackIndex; - (void) clearTracks; - (void) clearTrack:(int)trackIndex; - (void) onAnimationStateEvent:(int)trackIndex type:(EventType)type event:(Event*)event loopCount:(int)loopCount; @property (nonatomic, readonly) AnimationState* state; @end