2022-04-04 12:22:47 +02:00

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2.7 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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 GODOT_SPINEANIMATION_H
#define GODOT_SPINEANIMATION_H
#include "core/variant_parser.h"
#include "SpineConstant.h"
#include <spine/spine.h>
class SpineEvent;
class SpineSkeleton;
class SpineTimeline;
class SpineAnimation : public Reference {
GDCLASS(SpineAnimation, Reference);
private:
spine::Animation *animation;
protected:
static void _bind_methods();
public:
SpineAnimation();
~SpineAnimation();
inline void set_spine_object(spine::Animation *a) {
animation = a;
}
inline spine::Animation *get_spine_object() {
return animation;
}
// Vector<Ref<SpineEvent>> pEvents
void apply(Ref<SpineSkeleton> skeleton, float lastTime, float time, bool loop, Array pEvents, float alpha, SpineConstant::MixBlend blend, SpineConstant::MixDirection direction);
Array get_timelines(); // Vector<Ref<SpineTimeline>>
bool has_timeline(Array ids);// Vector<SpineConstant::PropertyId>
String get_anim_name();
float get_duration();
void set_duration(float v);
};
#endif//GODOT_SPINEANIMATION_H