/******************************************************************************* * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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. ******************************************************************************/ #include #include #include #include #include namespace spine { AnimationState::AnimationState (AnimationStateData *data) : previous(0), previousTime(0), previousLoop(false), mixTime(0), mixDuration(0), data(data), animation(0), time(0), loop(0) { } void AnimationState::update (float delta) { time += delta; previousTime += delta; mixTime += delta; } void AnimationState::apply (BaseSkeleton *skeleton) { if (!animation) return; if (previous) { previous->apply(skeleton, previousTime, previousLoop); float alpha = mixTime / mixDuration; if (alpha >= 1) { alpha = 1; previous = 0; } animation->mix(skeleton, time, loop, alpha); } else animation->apply(skeleton, time, loop); } void AnimationState::setAnimation (Animation *animation, bool loop) { setAnimation(animation, loop, 0); } void AnimationState::setAnimation (Animation *newAnimation, bool loop, float time) { previous = 0; if (newAnimation && animation && data) { mixDuration = data->getMixing(animation, newAnimation); if (mixDuration > 0) { mixTime = 0; previous = animation; } } animation = newAnimation; this->loop = loop; this->time = time; } } /* namespace spine */