NathanSweet 6899b5249c Added AnimationState.
Fixed bug with keeping attachments visisble when setting new skin.
Clean up. Always more clean up can be done, freaking C++...
2013-03-22 14:22:35 +01:00

170 lines
5.0 KiB
C++

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
#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 = false) const;
void mix (BaseSkeleton *skeleton, float time, bool loop, float alpha) const;
};
//
class Timeline {
public:
virtual ~Timeline () {
}
virtual float getDuration () const = 0;
virtual int getKeyframeCount () const = 0;
virtual void apply (BaseSkeleton *skeleton, float time, float alpha = 1) const = 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) const;
};
//
class RotateTimeline: public CurveTimeline {
public:
int framesLength;
float *frames; // time, value, ...
int boneIndex;
RotateTimeline (int keyframeCount);
virtual ~RotateTimeline ();
virtual float getDuration () const;
virtual int getKeyframeCount () const;
virtual void apply (BaseSkeleton *skeleton, float time, float alpha = 1) const;
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 () const;
virtual int getKeyframeCount () const;
virtual void apply (BaseSkeleton *skeleton, float time, float alpha = 1) const;
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 = 1) const;
};
//
class ColorTimeline: public CurveTimeline {
public:
int framesLength;
float* frames; // time, r, g, b, a, ...
int slotIndex;
ColorTimeline (int keyframeCount);
virtual ~ColorTimeline ();
virtual float getDuration () const;
virtual int getKeyframeCount () const;
virtual void apply (BaseSkeleton *skeleton, float time, float alpha = 1) const;
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 () const;
virtual int getKeyframeCount () const;
virtual void apply (BaseSkeleton *skeleton, float time, float alpha = 1) const;
/** The AttachmentTimeline owns the attachmentName.
* @param attachmentName May be null to clear the image for a slot. */
void setKeyframe (int keyframeIndex, float time, std::string *attachmentName);
};
} /* namespace spine */
#endif /* SPINE_ANIMATION_H_ */