2019-05-02 11:38:19 +02:00

190 lines
7.9 KiB
C

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef SPINE_ANIMATIONSTATE_H_
#define SPINE_ANIMATIONSTATE_H_
#include <spine/dll.h>
#include <spine/Animation.h>
#include <spine/AnimationStateData.h>
#include <spine/Event.h>
#include <spine/Array.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
SP_ANIMATION_START, SP_ANIMATION_INTERRUPT, SP_ANIMATION_END, SP_ANIMATION_COMPLETE, SP_ANIMATION_DISPOSE, SP_ANIMATION_EVENT
} spEventType;
typedef struct spAnimationState spAnimationState;
typedef struct spTrackEntry spTrackEntry;
typedef void (*spAnimationStateListener) (spAnimationState* state, spEventType type, spTrackEntry* entry, spEvent* event);
_SP_ARRAY_DECLARE_TYPE(spTrackEntryArray, spTrackEntry*)
struct spTrackEntry {
spAnimation* animation;
spTrackEntry* next;
spTrackEntry* mixingFrom;
spTrackEntry* mixingTo;
spAnimationStateListener listener;
int trackIndex;
int /*boolean*/ loop;
int /*boolean*/ holdPrevious;
float eventThreshold, attachmentThreshold, drawOrderThreshold;
float animationStart, animationEnd, animationLast, nextAnimationLast;
float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale;
float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
spMixBlend mixBlend;
spIntArray* timelineMode;
spTrackEntryArray* timelineHoldMix;
float* timelinesRotation;
int timelinesRotationCount;
void* rendererObject;
void* userData;
#ifdef __cplusplus
spTrackEntry() :
animation(0),
next(0), mixingFrom(0), mixingTo(0),
listener(0),
trackIndex(0),
loop(0),
holdPrevious(0),
eventThreshold(0), attachmentThreshold(0), drawOrderThreshold(0),
animationStart(0), animationEnd(0), animationLast(0), nextAnimationLast(0),
delay(0), trackTime(0), trackLast(0), nextTrackLast(0), trackEnd(0), timeScale(0),
alpha(0), mixTime(0), mixDuration(0), interruptAlpha(0), totalAlpha(0),
mixBlend(SP_MIX_BLEND_REPLACE),
timelineMode(0),
timelineHoldMix(0),
timelinesRotation(0),
timelinesRotationCount(0),
rendererObject(0), userData(0) {
}
#endif
};
struct spAnimationState {
spAnimationStateData* const data;
int tracksCount;
spTrackEntry** tracks;
spAnimationStateListener listener;
float timeScale;
void* rendererObject;
void* userData;
#ifdef __cplusplus
spAnimationState() :
data(0),
tracksCount(0),
tracks(0),
listener(0),
timeScale(0),
rendererObject(0),
userData(0) {
}
#endif
};
/* @param data May be 0 for no mixing. */
SP_API spAnimationState* spAnimationState_create (spAnimationStateData* data);
SP_API void spAnimationState_dispose (spAnimationState* self);
SP_API void spAnimationState_update (spAnimationState* self, float delta);
SP_API int /**bool**/ spAnimationState_apply (spAnimationState* self, struct spSkeleton* skeleton);
SP_API void spAnimationState_clearTracks (spAnimationState* self);
SP_API void spAnimationState_clearTrack (spAnimationState* self, int trackIndex);
/** Set the current animation. Any queued animations are cleared. */
SP_API spTrackEntry* spAnimationState_setAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
int/*bool*/loop);
SP_API spTrackEntry* spAnimationState_setAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop);
/** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
* duration. */
SP_API spTrackEntry* spAnimationState_addAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
int/*bool*/loop, float delay);
SP_API spTrackEntry* spAnimationState_addAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop,
float delay);
SP_API spTrackEntry* spAnimationState_setEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration);
SP_API spTrackEntry* spAnimationState_addEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration, float delay);
SP_API void spAnimationState_setEmptyAnimations(spAnimationState* self, float mixDuration);
SP_API spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex);
SP_API void spAnimationState_clearListenerNotifications(spAnimationState* self);
SP_API float spTrackEntry_getAnimationTime (spTrackEntry* entry);
/** Use this to dispose static memory before your app exits to appease your memory leak detector*/
SP_API void spAnimationState_disposeStatics ();
#ifdef SPINE_SHORT_NAMES
typedef spEventType EventType;
#define ANIMATION_START SP_ANIMATION_START
#define ANIMATION_INTERRUPT SP_ANIMATION_INTERRUPT
#define ANIMATION_END SP_ANIMATION_END
#define ANIMATION_COMPLETE SP_ANIMATION_COMPLETE
#define ANIMATION_DISPOSE SP_ANIMATION_DISPOSE
#define ANIMATION_EVENT SP_ANIMATION_EVENT
typedef spAnimationStateListener AnimationStateListener;
typedef spTrackEntry TrackEntry;
typedef spAnimationState AnimationState;
#define AnimationState_create(...) spAnimationState_create(__VA_ARGS__)
#define AnimationState_dispose(...) spAnimationState_dispose(__VA_ARGS__)
#define AnimationState_update(...) spAnimationState_update(__VA_ARGS__)
#define AnimationState_apply(...) spAnimationState_apply(__VA_ARGS__)
#define AnimationState_clearTracks(...) spAnimationState_clearTracks(__VA_ARGS__)
#define AnimationState_clearTrack(...) spAnimationState_clearTrack(__VA_ARGS__)
#define AnimationState_setAnimationByName(...) spAnimationState_setAnimationByName(__VA_ARGS__)
#define AnimationState_setAnimation(...) spAnimationState_setAnimation(__VA_ARGS__)
#define AnimationState_addAnimationByName(...) spAnimationState_addAnimationByName(__VA_ARGS__)
#define AnimationState_addAnimation(...) spAnimationState_addAnimation(__VA_ARGS__)
#define AnimationState_setEmptyAnimation(...) spAnimationState_setEmptyAnimation(__VA_ARGS__)
#define AnimationState_addEmptyAnimation(...) spAnimationState_addEmptyAnimation(__VA_ARGS__)
#define AnimationState_setEmptyAnimations(...) spAnimationState_setEmptyAnimations(__VA_ARGS__)
#define AnimationState_getCurrent(...) spAnimationState_getCurrent(__VA_ARGS__)
#define AnimationState_clearListenerNotifications(...) spAnimationState_clearListenerNotifications(__VA_ARGS__)
#endif
#ifdef __cplusplus
}
#endif
#endif /* SPINE_ANIMATIONSTATE_H_ */