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There are no longer separate animation files, they are now inside the skeleton file. This means there is just one file to manage, which is cleaner. Now that animations are stored in SkeletonData, they can be looked up by name which leads to cleaner runtime APIs. cocos2d and cocos2d-x runtimes got a cleaner ObjC/C++ API.
139 lines
4.6 KiB
C++
139 lines
4.6 KiB
C++
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#ifndef SPINE_ANIMATION_H_
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#define SPINE_ANIMATION_H_
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#ifdef __cplusplus
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namespace spine {
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extern "C" {
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#endif
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typedef struct Timeline Timeline;
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struct Skeleton;
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typedef struct {
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const char* const name;
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float duration;
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int timelineCount;
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Timeline** timelines;
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} Animation;
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Animation* Animation_create (const char* name, int timelineCount);
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void Animation_dispose (Animation* self);
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void Animation_apply (const Animation* self, struct Skeleton* skeleton, float time, int/*bool*/loop);
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void Animation_mix (const Animation* self, struct Skeleton* skeleton, float time, int/*bool*/loop, float alpha);
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/**/
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struct Timeline {
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const void* const vtable;
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};
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void Timeline_dispose (Timeline* self);
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void Timeline_apply (const Timeline* self, struct Skeleton* skeleton, float time, float alpha);
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/**/
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typedef struct {
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Timeline super;
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float* curves; /* dfx, dfy, ddfx, ddfy, dddfx, dddfy, ... */
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} CurveTimeline;
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void CurveTimeline_setLinear (CurveTimeline* self, int frameIndex);
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void CurveTimeline_setStepped (CurveTimeline* self, int frameIndex);
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/* Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
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* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
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* the difference between the keyframe's values. */
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void CurveTimeline_setCurve (CurveTimeline* self, int frameIndex, float cx1, float cy1, float cx2, float cy2);
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float CurveTimeline_getCurvePercent (const CurveTimeline* self, int frameIndex, float percent);
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/**/
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typedef struct BaseTimeline {
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CurveTimeline super;
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int const framesLength;
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float* const frames; /* time, angle, ... for rotate. time, x, y, ... for translate and scale. */
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int boneIndex;
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} RotateTimeline;
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RotateTimeline* RotateTimeline_create (int frameCount);
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void RotateTimeline_setFrame (RotateTimeline* self, int frameIndex, float time, float angle);
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/**/
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typedef struct BaseTimeline TranslateTimeline;
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TranslateTimeline* TranslateTimeline_create (int frameCount);
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void TranslateTimeline_setFrame (TranslateTimeline* self, int frameIndex, float time, float x, float y);
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/**/
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typedef struct BaseTimeline ScaleTimeline;
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ScaleTimeline* ScaleTimeline_create (int frameCount);
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void ScaleTimeline_setFrame (ScaleTimeline* self, int frameIndex, float time, float x, float y);
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/**/
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typedef struct {
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CurveTimeline super;
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int const framesLength;
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float* const frames; /* time, r, g, b, a, ... */
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int slotIndex;
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} ColorTimeline;
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ColorTimeline* ColorTimeline_create (int frameCount);
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void ColorTimeline_setFrame (ColorTimeline* self, int frameIndex, float time, float r, float g, float b, float a);
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/**/
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typedef struct {
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Timeline super;
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int const framesLength;
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float* const frames; /* time, ... */
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int slotIndex;
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const char** const attachmentNames;
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} AttachmentTimeline;
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AttachmentTimeline* AttachmentTimeline_create (int frameCount);
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/* @param attachmentName May be 0. */
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void AttachmentTimeline_setFrame (AttachmentTimeline* self, int frameIndex, float time, const char* attachmentName);
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#ifdef __cplusplus
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}
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}
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#endif
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#endif /* SPINE_ANIMATION_H_ */
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