2013-02-23 23:18:37 +01:00

143 lines
3.2 KiB
C++

#ifndef SPINE_ANIMATION_H_
#define SPINE_ANIMATION_H_
#include <string>
#include <vector>
namespace spine {
class BaseSkeleton;
class Timeline;
class Animation {
public:
std::vector<Timeline*> timelines;
float duration;
Animation (const std::vector<Timeline*> &timelines, float duration);
~Animation();
void apply (BaseSkeleton *skeleton, float time, bool loop);
};
//
class Timeline {
public:
virtual ~Timeline () {
}
virtual float getDuration () = 0;
virtual int getKeyframeCount () = 0;
virtual void apply (BaseSkeleton *skeleton, float time, float alpha) = 0;
};
//
class CurveTimeline: public Timeline {
public:
float *curves; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
CurveTimeline (int keyframeCount);
virtual ~CurveTimeline ();
void setLinear (int keyframeIndex);
void setStepped (int keyframeIndex);
/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
* the difference between the keyframe's values. */
void setCurve (int keyframeIndex, float cx1, float cy1, float cx2, float cy2);
float getCurvePercent (int keyframeIndex, float percent);
};
//
class RotateTimeline: public CurveTimeline {
public:
int framesLength;
float *frames; // time, value, ...
int boneIndex;
RotateTimeline (int keyframeCount);
virtual ~RotateTimeline ();
virtual float getDuration ();
virtual int getKeyframeCount ();
virtual void apply (BaseSkeleton *skeleton, float time, float alpha);
void setKeyframe (int keyframeIndex, float time, float value);
};
//
class TranslateTimeline: public CurveTimeline {
public:
int framesLength;
float *frames; // time, value, value, ...
int boneIndex;
TranslateTimeline (int keyframeCount);
virtual ~TranslateTimeline ();
virtual float getDuration ();
virtual int getKeyframeCount ();
virtual void apply (BaseSkeleton *skeleton, float time, float alpha);
void setKeyframe (int keyframeIndex, float time, float x, float y);
};
//
class ScaleTimeline: public TranslateTimeline {
public:
ScaleTimeline (int keyframeCount);
virtual void apply (BaseSkeleton *skeleton, float time, float alpha);
};
//
class ColorTimeline: public CurveTimeline {
public:
int framesLength;
float* frames; // time, r, g, b, a, ...
int slotIndex;
ColorTimeline (int keyframeCount);
virtual ~ColorTimeline ();
virtual float getDuration ();
virtual int getKeyframeCount ();
virtual void apply (BaseSkeleton *skeleton, float time, float alpha);
void setKeyframe (int keyframeIndex, float time, float r, float g, float b, float a);
};
//
class AttachmentTimeline: public Timeline {
public:
int framesLength;
float *frames; // time, ...
std::string **attachmentNames;
int slotIndex;
AttachmentTimeline (int keyframeCount);
virtual ~AttachmentTimeline ();
virtual float getDuration ();
virtual int getKeyframeCount ();
virtual void apply (BaseSkeleton *skeleton, float time, float alpha);
/** @param attachmentName Pass an empty string to clear the image for a slot. */
void setKeyframe (int keyframeIndex, float time, const std::string &attachmentName);
};
} /* namespace spine */
#endif /* SPINE_ANIMATION_H_ */