spine-runtimes/spine-godot/spine_godot/SpineAnimationState.h
2023-07-31 13:29:16 +02:00

85 lines
2.8 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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.
*****************************************************************************/
#pragma once
#include "SpineCommon.h"
#include "SpineSkeleton.h"
class SpineTrackEntry;
class SpineAnimationState : public REFCOUNTED {
GDCLASS(SpineAnimationState, REFCOUNTED)
protected:
static void _bind_methods();
private:
spine::AnimationState *animation_state;
SpineSprite *sprite;
public:
SpineAnimationState();
~SpineAnimationState();
spine::AnimationState *get_spine_object() { return animation_state; }
void set_spine_sprite(SpineSprite *sprite);
void update(float delta);
bool apply(Ref<SpineSkeleton> skeleton);
void clear_tracks();
void clear_track(int track_id);
int get_num_tracks();
Ref<SpineTrackEntry> set_animation(const String &animation_name, bool loop, int track_id);
Ref<SpineTrackEntry> add_animation(const String &animation_name, float delay, bool loop, int track_id);
Ref<SpineTrackEntry> set_empty_animation(int track_id, float mix_duration);
Ref<SpineTrackEntry> add_empty_animation(int track_id, float mix_duration, float delay);
void set_empty_animations(float mix_duration);
Ref<SpineTrackEntry> get_current(int track_index);
float get_time_scale();
void set_time_scale(float time_scale);
void disable_queue();
void enable_queue();
};