mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-16 12:01:41 +08:00
191 lines
7.1 KiB
Objective-C
191 lines
7.1 KiB
Objective-C
/******************************************************************************
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* Spine Runtime Software License - Version 1.0
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Single User License or Spine Professional License must be
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* purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#import <spine/CCSkeletonAnimation.h>
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#import <spine/spine-cocos2d-iphone.h>
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@interface CCSkeletonAnimation (Private)
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- (void) initialize;
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@end
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@implementation CCSkeletonAnimation
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@synthesize states = _states;
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+ (id) skeletonWithData:(SkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
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return [[[self alloc] initWithData:skeletonData ownsSkeletonData:ownsSkeletonData] autorelease];
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}
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(Atlas*)atlas scale:(float)scale {
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return [[[self alloc] initWithFile:skeletonDataFile atlas:atlas scale:scale] autorelease];
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}
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
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return [[[self alloc] initWithFile:skeletonDataFile atlasFile:atlasFile scale:scale] autorelease];
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}
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- (void) initialize {
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_states = [[NSMutableArray arrayWithCapacity:2] retain];
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_stateDatas = [[NSMutableArray arrayWithCapacity:2] retain];
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[self addAnimationState];
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}
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- (id) initWithData:(SkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
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self = [super initWithData:skeletonData ownsSkeletonData:ownsSkeletonData];
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if (!self) return nil;
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[self initialize];
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return self;
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}
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- (id) initWithFile:(NSString*)skeletonDataFile atlas:(Atlas*)atlas scale:(float)scale {
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self = [super initWithFile:skeletonDataFile atlas:atlas scale:scale];
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if (!self) return nil;
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[self initialize];
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return self;
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}
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- (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
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self = [super initWithFile:skeletonDataFile atlasFile:atlasFile scale:scale];
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if (!self) return nil;
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[self initialize];
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return self;
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}
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- (void) dealloc {
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for (NSValue* value in _stateDatas)
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AnimationStateData_dispose([value pointerValue]);
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[_stateDatas release];
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for (NSValue* value in _states)
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AnimationState_dispose([value pointerValue]);
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[_states release];
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[super dealloc];
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}
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- (void) update:(ccTime)deltaTime {
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[super update:deltaTime];
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deltaTime *= _timeScale;
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for (NSValue* value in _states) {
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AnimationState* state = [value pointerValue];
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AnimationState_update(state, deltaTime);
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AnimationState_apply(state, _skeleton);
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}
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Skeleton_updateWorldTransform(_skeleton);
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}
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- (void) addAnimationState {
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AnimationStateData* stateData = AnimationStateData_create(_skeleton->data);
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[_stateDatas addObject:[NSValue valueWithPointer:stateData]];
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[self addAnimationState:stateData];
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}
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- (void) addAnimationState:(AnimationStateData*)stateData {
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NSAssert(stateData, @"stateData cannot be null.");
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AnimationState* state = AnimationState_create(stateData);
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[_states addObject:[NSValue valueWithPointer:state]];
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}
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- (AnimationState*) getAnimationState:(int)stateIndex {
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NSAssert(stateIndex >= 0 && stateIndex < (int)_states.count, @"stateIndex out of range.");
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return [[_states objectAtIndex:stateIndex] pointerValue];
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}
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- (void) setAnimationStateData:(AnimationStateData*)stateData forState:(int)stateIndex {
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NSAssert(stateData, @"stateData cannot be null.");
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NSAssert(stateIndex >= 0 && stateIndex < (int)_states.count, @"stateIndex out of range.");
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AnimationState* state = [[_states objectAtIndex:stateIndex] pointerValue];
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for (NSValue* value in _stateDatas) {
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if (state->data == [value pointerValue]) {
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AnimationStateData_dispose(state->data);
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[_stateDatas removeObject:value];
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break;
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}
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}
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[_states removeObject:[NSValue valueWithPointer:state]];
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AnimationState_dispose(state);
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state = AnimationState_create(stateData);
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[_states setObject:[NSValue valueWithPointer:state] atIndexedSubscript:stateIndex];
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}
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- (void) setMixFrom:(NSString*)fromAnimation to:(NSString*)toAnimation duration:(float)duration {
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[self setMixFrom:fromAnimation to:toAnimation duration:duration forState:0];
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}
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- (void) setMixFrom:(NSString*)fromAnimation to:(NSString*)toAnimation duration:(float)duration forState:(int)stateIndex {
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NSAssert(stateIndex >= 0 && stateIndex < (int)_states.count, @"stateIndex out of range.");
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AnimationState* state = [[_states objectAtIndex:stateIndex] pointerValue];
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AnimationStateData_setMixByName(state->data, [fromAnimation UTF8String], [toAnimation UTF8String], duration);
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}
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- (void) setAnimation:(NSString*)name loop:(bool)loop {
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[self setAnimation:name loop:loop forState:0];
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}
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- (void) setAnimation:(NSString*)name loop:(bool)loop forState:(int)stateIndex {
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NSAssert(stateIndex >= 0 && stateIndex < (int)_states.count, @"stateIndex out of range.");
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AnimationState* state = [[_states objectAtIndex:stateIndex] pointerValue];
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AnimationState_setAnimationByName(state, [name UTF8String], loop);
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}
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- (void) addAnimation:(NSString*)name loop:(bool)loop afterDelay:(float)delay {
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[self addAnimation:name loop:loop afterDelay:delay forState:0];
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}
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- (void) addAnimation:(NSString*)name loop:(bool)loop afterDelay:(float)delay forState:(int)stateIndex {
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NSAssert(stateIndex >= 0 && stateIndex < (int)_states.count, @"stateIndex out of range.");
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AnimationState* state = [[_states objectAtIndex:stateIndex] pointerValue];
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AnimationState_addAnimationByName(state, [name UTF8String], loop, delay);
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}
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- (void) clearAnimation {
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[self clearAnimationForState:0];
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}
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- (void) clearAnimationForState:(int)stateIndex {
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NSAssert(stateIndex >= 0 && stateIndex < (int)_states.count, @"stateIndex out of range.");
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AnimationState* state = [[_states objectAtIndex:stateIndex] pointerValue];
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AnimationState_clearAnimation(state);
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}
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@end
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