spine-runtimes/spine-godot/godot/modules/spine_godot/SpineAnimationStateDataResource.h

77 lines
2.8 KiB
C++

/******************************************************************************
* 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_SPINEANIMATIONSTATEDATARESOURCE_H
#define GODOT_SPINEANIMATIONSTATEDATARESOURCE_H
#include "core/variant_parser.h"
#include "SpineSkeletonDataResource.h"
class SpineAnimationStateDataResource : public Resource {
GDCLASS(SpineAnimationStateDataResource, Resource);
protected:
static void _bind_methods();
private:
Ref<SpineSkeletonDataResource> skeleton;
spine::AnimationStateData *animation_state_data;
bool animation_state_data_created;
float default_mix;
public:
void set_skeleton(const Ref<SpineSkeletonDataResource> &s);
Ref<SpineSkeletonDataResource> get_skeleton() const;
inline spine::AnimationStateData *get_animation_state_data() {
return animation_state_data;
}
void set_default_mix(float m);
float get_default_mix();
void set_mix(const String &from, const String &to, float mix_duration);
float get_mix(const String &from, const String &to);
void _on_skeleton_data_loaded();
void _on_skeleton_data_changed();
bool is_animation_state_data_created();
SpineAnimationStateDataResource();
~SpineAnimationStateDataResource();
};
#endif//GODOT_SPINEANIMATIONSTATEDATARESOURCE_H