mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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85 lines
2.8 KiB
C++
85 lines
2.8 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#pragma once
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#include "SpineCommon.h"
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#include "SpineSkeleton.h"
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class SpineTrackEntry;
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class SpineAnimationState : public REFCOUNTED {
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GDCLASS(SpineAnimationState, REFCOUNTED)
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protected:
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static void _bind_methods();
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private:
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spine::AnimationState *animation_state;
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SpineSprite *sprite;
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public:
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SpineAnimationState();
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~SpineAnimationState();
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spine::AnimationState *get_spine_object() { return animation_state; }
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void set_spine_sprite(SpineSprite *sprite);
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void update(float delta);
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bool apply(Ref<SpineSkeleton> skeleton);
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void clear_tracks();
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void clear_track(int track_id);
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int get_num_tracks();
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Ref<SpineTrackEntry> set_animation(const String &animation_name, bool loop, int track_id);
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Ref<SpineTrackEntry> add_animation(const String &animation_name, float delay, bool loop, int track_id);
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Ref<SpineTrackEntry> set_empty_animation(int track_id, float mix_duration);
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Ref<SpineTrackEntry> add_empty_animation(int track_id, float mix_duration, float delay);
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void set_empty_animations(float mix_duration);
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Ref<SpineTrackEntry> get_current(int track_index);
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float get_time_scale();
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void set_time_scale(float time_scale);
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void disable_queue();
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void enable_queue();
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};
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