spine-runtimes/spine-cocos2dx/src/spine/SkeletonAnimation.h
NathanSweet 90ec4db279 C++11 AnimationState listener.
Because 2014.
2014-05-08 22:29:50 +02:00

90 lines
3.9 KiB
C++

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#ifndef SPINE_SKELETONANIMATION_H_
#define SPINE_SKELETONANIMATION_H_
#include <spine/spine.h>
#include <spine/SkeletonRenderer.h>
#include "cocos2d.h"
namespace spine {
class SkeletonAnimation;
typedef std::function<void(spine::SkeletonAnimation* node, int trackIndex, spEventType type, spEvent* event, int loopCount)> AnimationStateListener;
/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
* played later. */
class SkeletonAnimation: public SkeletonRenderer {
public:
spAnimationState* state;
static SkeletonAnimation* createWithData (spSkeletonData* skeletonData);
static SkeletonAnimation* createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
static SkeletonAnimation* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
SkeletonAnimation (spSkeletonData* skeletonData);
SkeletonAnimation (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
SkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
virtual ~SkeletonAnimation ();
virtual void update (float deltaTime);
void setAnimationStateData (spAnimationStateData* stateData);
void setMix (const char* fromAnimation, const char* toAnimation, float duration);
template<class _Rx, class _Farg0, class _Arg0> void setAnimationListener (_Rx _Farg0::* const type, _Arg0&& target) {
this->listener = std::bind(type, target, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4, std::placeholders::_5);
}
spTrackEntry* setAnimation (int trackIndex, const char* name, bool loop);
spTrackEntry* addAnimation (int trackIndex, const char* name, bool loop, float delay = 0);
spTrackEntry* getCurrent (int trackIndex = 0);
void clearTracks ();
void clearTrack (int trackIndex = 0);
virtual void onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
protected:
SkeletonAnimation ();
private:
typedef SkeletonRenderer super;
AnimationStateListener listener;
bool ownsAnimationStateData;
void initialize ();
};
}
#endif /* SPINE_SKELETONANIMATION_H_ */