mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
Fixed bug with keeping attachments visisble when setting new skin. Clean up. Always more clean up can be done, freaking C++...
61 lines
2.2 KiB
C++
61 lines
2.2 KiB
C++
/*******************************************************************************
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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, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the 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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#ifndef SPINE_ANIMATIONSTATE_H_
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#define SPINE_ANIMATIONSTATE_H_
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#include <map>
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namespace spine {
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class Animation;
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class AnimationStateData;
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class BaseSkeleton;
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class AnimationState {
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private:
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Animation *previous;
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float previousTime;
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bool previousLoop;
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float mixTime, mixDuration;
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public:
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AnimationStateData *data;
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Animation *animation;
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float time;
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bool loop;
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AnimationState (AnimationStateData *data = 0);
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void update (float delta);
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void apply (BaseSkeleton *skeleton);
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void setAnimation (Animation *newAnimation, bool loop, float time);
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void setAnimation (Animation *animation, bool loop);
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};
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} /* namespace spine */
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#endif /* SPINE_ANIMATIONSTATE_H_ */
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