2024-06-11 14:15:34 +02:00

165 lines
6.0 KiB
C

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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 SPINE_ANIMATIONSTATE_H_
#define SPINE_ANIMATIONSTATE_H_
#include <spine/dll.h>
#include <spine/Animation.h>
#include <spine/AnimationStateData.h>
#include <spine/Event.h>
#include <spine/Array.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
SP_ANIMATION_START,
SP_ANIMATION_INTERRUPT,
SP_ANIMATION_END,
SP_ANIMATION_COMPLETE,
SP_ANIMATION_DISPOSE,
SP_ANIMATION_EVENT
} spEventType;
typedef struct spAnimationState spAnimationState;
typedef struct spTrackEntry spTrackEntry;
typedef void (*spAnimationStateListener)(spAnimationState *state, spEventType type, spTrackEntry *entry,
spEvent *event);
_SP_ARRAY_DECLARE_TYPE(spTrackEntryArray, spTrackEntry*)
struct spTrackEntry {
spAnimation *animation;
spTrackEntry *previous;
spTrackEntry *next;
spTrackEntry *mixingFrom;
spTrackEntry *mixingTo;
spAnimationStateListener listener;
int trackIndex;
int /*boolean*/ loop;
int /*boolean*/ holdPrevious;
int /*boolean*/ reverse;
int /*boolean*/ shortestRotation;
float eventThreshold, mixAttachmentThreshold, alphaAttachmentThreshold, mixDrawOrderThreshold;
float animationStart, animationEnd, animationLast, nextAnimationLast;
float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale;
float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
spMixBlend mixBlend;
spIntArray *timelineMode;
spTrackEntryArray *timelineHoldMix;
float *timelinesRotation;
int timelinesRotationCount;
void *rendererObject;
void *userData;
};
struct spAnimationState {
spAnimationStateData *data;
int tracksCount;
spTrackEntry **tracks;
spAnimationStateListener listener;
float timeScale;
void *rendererObject;
void *userData;
int unkeyedState;
};
/* @param data May be 0 for no mixing. */
SP_API spAnimationState *spAnimationState_create(spAnimationStateData *data);
SP_API void spAnimationState_dispose(spAnimationState *self);
SP_API void spAnimationState_update(spAnimationState *self, float delta);
SP_API int /**bool**/ spAnimationState_apply(spAnimationState *self, struct spSkeleton *skeleton);
SP_API void spAnimationState_clearTracks(spAnimationState *self);
SP_API void spAnimationState_clearTrack(spAnimationState *self, int trackIndex);
/** Set the current animation. Any queued animations are cleared. */
SP_API spTrackEntry *
spAnimationState_setAnimationByName(spAnimationState *self, int trackIndex, const char *animationName,
int/*bool*/loop);
SP_API spTrackEntry *
spAnimationState_setAnimation(spAnimationState *self, int trackIndex, spAnimation *animation, int/*bool*/loop);
/** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
* duration. */
SP_API spTrackEntry *
spAnimationState_addAnimationByName(spAnimationState *self, int trackIndex, const char *animationName,
int/*bool*/loop, float delay);
SP_API spTrackEntry *
spAnimationState_addAnimation(spAnimationState *self, int trackIndex, spAnimation *animation, int/*bool*/loop,
float delay);
SP_API spTrackEntry *spAnimationState_setEmptyAnimation(spAnimationState *self, int trackIndex, float mixDuration);
SP_API spTrackEntry *
spAnimationState_addEmptyAnimation(spAnimationState *self, int trackIndex, float mixDuration, float delay);
SP_API void spAnimationState_setEmptyAnimations(spAnimationState *self, float mixDuration);
SP_API spTrackEntry *spAnimationState_getCurrent(spAnimationState *self, int trackIndex);
SP_API void spAnimationState_clearListenerNotifications(spAnimationState *self);
SP_API float spTrackEntry_getAnimationTime(spTrackEntry *entry);
SP_API void spTrackEntry_resetRotationDirections(spTrackEntry *entry);
SP_API float spTrackEntry_getTrackComplete(spTrackEntry *entry);
SP_API void spTrackEntry_setMixDuration(spTrackEntry *entry, float mixDuration, float delay);
SP_API int/*bool*/ spTrackEntry_wasApplied(spTrackEntry *entry);
SP_API int/*bool*/ spTrackEntry_isNextReady(spTrackEntry *entry);
SP_API void spAnimationState_clearNext(spAnimationState *self, spTrackEntry *entry);
/** Use this to dispose static memory before your app exits to appease your memory leak detector*/
SP_API void spAnimationState_disposeStatics(void);
#ifdef __cplusplus
}
#endif
#endif /* SPINE_ANIMATIONSTATE_H_ */