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https://github.com/EsotericSoftware/spine-runtimes.git
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77 lines
2.8 KiB
C++
77 lines
2.8 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef GODOT_SPINEANIMATIONSTATEDATARESOURCE_H
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#define GODOT_SPINEANIMATIONSTATEDATARESOURCE_H
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#include "core/variant_parser.h"
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#include "SpineSkeletonDataResource.h"
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class SpineAnimationStateDataResource : public Resource {
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GDCLASS(SpineAnimationStateDataResource, Resource);
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protected:
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static void _bind_methods();
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private:
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Ref<SpineSkeletonDataResource> skeleton;
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spine::AnimationStateData *animation_state_data;
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bool animation_state_data_created;
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float default_mix;
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public:
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void set_skeleton(const Ref<SpineSkeletonDataResource> &s);
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Ref<SpineSkeletonDataResource> get_skeleton() const;
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inline spine::AnimationStateData *get_animation_state_data() {
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return animation_state_data;
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}
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void set_default_mix(float m);
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float get_default_mix();
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void set_mix(const String &from, const String &to, float mix_duration);
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float get_mix(const String &from, const String &to);
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void _on_skeleton_data_loaded();
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void _on_skeleton_data_changed();
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bool is_animation_state_data_created();
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SpineAnimationStateDataResource();
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~SpineAnimationStateDataResource();
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};
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#endif//GODOT_SPINEANIMATIONSTATEDATARESOURCE_H
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