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https://github.com/EsotericSoftware/spine-runtimes.git
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86 lines
3.3 KiB
C++
86 lines
3.3 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_AnimationStateData_h
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#define Spine_AnimationStateData_h
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#include <spine/HashMap.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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#include <assert.h>
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namespace spine {
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class SkeletonData;
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class Animation;
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/// Stores mix (crossfade) durations to be applied when AnimationState animations are changed.
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class SP_API AnimationStateData : public SpineObject {
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friend class AnimationState;
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public:
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explicit AnimationStateData(SkeletonData* skeletonData);
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/// The SkeletonData to look up animations when they are specified by name.
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SkeletonData* getSkeletonData();
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/// The mix duration to use when no mix duration has been specifically defined between two animations.
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float getDefaultMix();
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void setDefaultMix(float inValue);
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/// Sets a mix duration by animation names.
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void setMix(const String& fromName, const String& toName, float duration);
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/// Sets a mix duration when changing from the specified animation to the other.
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/// See TrackEntry.MixDuration.
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void setMix(Animation* from, Animation* to, float duration);
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/// The mix duration to use when changing from the specified animation to the other,
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/// or the DefaultMix if no mix duration has been set.
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float getMix(Animation* from, Animation* to);
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private:
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class AnimationPair : public SpineObject {
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public:
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Animation* _a1;
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Animation* _a2;
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explicit AnimationPair(Animation* a1 = NULL, Animation* a2 = NULL);
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bool operator==(const AnimationPair &other) const;
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};
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SkeletonData* _skeletonData;
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float _defaultMix;
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HashMap<AnimationPair, float> _animationToMixTime;
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};
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}
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#endif /* Spine_AnimationStateData_h */
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