spine-runtimes/spine-lua/AnimationState.lua
NathanSweet 9a347d5eb8 Updated license.
Nailed it this time, quite sure!
2013-10-04 04:13:09 +02:00

139 lines
4.8 KiB
Lua

------------------------------------------------------------------------------
-- Spine Runtime Software License - Version 1.0
--
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- Redistribution and use in source and binary forms in whole or in part, with
-- or without modification, are permitted provided that the following conditions
-- are met:
--
-- 1. A Spine Essential, Professional, Enterprise, or Education License must
-- be purchased from Esoteric Software and the license must remain valid:
-- http://esotericsoftware.com/
-- 2. Redistributions of source code must retain this license, which is the
-- above copyright notice, this declaration of conditions and the following
-- disclaimer.
-- 3. Redistributions in binary form must reproduce this license, which is the
-- above copyright notice, this declaration 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.
------------------------------------------------------------------------------
local AnimationState = {}
function AnimationState.new (data)
if not data then error("data cannot be nil", 2) end
local self = {
data = data,
animation = nil,
previous = nil,
currentTime = 0,
previousTime = 0,
currentLoop = false,
previousLoop = false,
mixTime = 0,
mixDuration = 0,
queue = {}
}
local function setAnimationInternal (animation, loop)
self.previous = nil
if (animation and self.animation) then
self.mixDuration = data:getMix(self.animation.name, animation.name)
if (self.mixDuration > 0) then
self.mixTime = 0
self.previous = self.animation
self.previousTime = self.currentTime
self.previousLoop = self.currentLoop
end
end
self.animation = animation
self.currentLoop = loop
self.currentTime = 0
end
function self:update (delta)
self.currentTime = self.currentTime + delta
self.previousTime = self.previousTime + delta
self.mixTime = self.mixTime + delta
if (#self.queue > 0) then
local entry = self.queue[1]
if (self.currentTime >= entry.delay) then
setAnimationInternal(entry.animation, entry.loop)
table.remove(self.queue, 1)
end
end
end
function self:apply(skeleton)
if (not self.animation) then return end
if (self.previous) then
self.previous:apply(skeleton, self.previousTime, self.previousLoop)
local alpha = self.mixTime / self.mixDuration
if (alpha >= 1) then
alpha = 1
self.previous = nil
end
self.animation:mix(skeleton, self.currentTime, self.currentLoop, alpha)
else
self.animation:apply(skeleton, self.currentTime, self.currentLoop)
end
end
-- Queues an animation to be played after a delay. The delay starts when the last queued animation (if any) begins.
-- The delay may be <= 0 to use duration of the previous animation minus any mix duration plus the negative delay.
function self:addAnimationWithDelay (animationName, loop, delay)
if (delay <= 0) then
-- Find the animation that is queued before this one.
local last
if (#self.queue == 0) then
last = self.animation
else
last = self.queue[#self.queue].animation
end
if (last) then
delay = last.duration - data:getMix(last.name, animationName) + delay
else
delay = 0
end
end
local animation = nil
if animationName then animation = data.skeletonData:findAnimation(animationName) end
table.insert(self.queue, {animation = animation, loop = loop, delay = delay})
end
-- Queues an animation to be played after the last queued animation (if any).
function self:addAnimation (animationName, loop)
self:addAnimationWithDelay(animationName, loop, 0)
end
-- Clears the animation queue and sets the current animation.
function self:setAnimation (animationName, loop)
self.queue = {}
local animation = nil
if animationName then animation = data.skeletonData:findAnimation(animationName) end
setAnimationInternal(animation, loop)
end
function self:isComplete ()
return (not self.animation) or self.currentTime >= self.animation.duration
end
return self
end
return AnimationState