mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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190 lines
7.9 KiB
C
190 lines
7.9 KiB
C
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_ANIMATIONSTATE_H_
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#define SPINE_ANIMATIONSTATE_H_
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#include <spine/dll.h>
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#include <spine/Animation.h>
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#include <spine/AnimationStateData.h>
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#include <spine/Event.h>
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#include <spine/Array.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum {
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SP_ANIMATION_START, SP_ANIMATION_INTERRUPT, SP_ANIMATION_END, SP_ANIMATION_COMPLETE, SP_ANIMATION_DISPOSE, SP_ANIMATION_EVENT
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} spEventType;
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typedef struct spAnimationState spAnimationState;
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typedef struct spTrackEntry spTrackEntry;
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typedef void (*spAnimationStateListener) (spAnimationState* state, spEventType type, spTrackEntry* entry, spEvent* event);
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_SP_ARRAY_DECLARE_TYPE(spTrackEntryArray, spTrackEntry*)
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struct spTrackEntry {
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spAnimation* animation;
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spTrackEntry* next;
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spTrackEntry* mixingFrom;
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spTrackEntry* mixingTo;
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spAnimationStateListener listener;
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int trackIndex;
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int /*boolean*/ loop;
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int /*boolean*/ holdPrevious;
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float eventThreshold, attachmentThreshold, drawOrderThreshold;
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float animationStart, animationEnd, animationLast, nextAnimationLast;
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float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale;
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float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
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spMixBlend mixBlend;
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spIntArray* timelineMode;
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spTrackEntryArray* timelineHoldMix;
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float* timelinesRotation;
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int timelinesRotationCount;
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void* rendererObject;
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void* userData;
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#ifdef __cplusplus
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spTrackEntry() :
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animation(0),
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next(0), mixingFrom(0), mixingTo(0),
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listener(0),
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trackIndex(0),
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loop(0),
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holdPrevious(0),
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eventThreshold(0), attachmentThreshold(0), drawOrderThreshold(0),
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animationStart(0), animationEnd(0), animationLast(0), nextAnimationLast(0),
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delay(0), trackTime(0), trackLast(0), nextTrackLast(0), trackEnd(0), timeScale(0),
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alpha(0), mixTime(0), mixDuration(0), interruptAlpha(0), totalAlpha(0),
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mixBlend(SP_MIX_BLEND_REPLACE),
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timelineMode(0),
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timelineHoldMix(0),
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timelinesRotation(0),
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timelinesRotationCount(0),
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rendererObject(0), userData(0) {
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}
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#endif
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};
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struct spAnimationState {
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spAnimationStateData* const data;
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int tracksCount;
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spTrackEntry** tracks;
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spAnimationStateListener listener;
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float timeScale;
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void* rendererObject;
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void* userData;
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#ifdef __cplusplus
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spAnimationState() :
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data(0),
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tracksCount(0),
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tracks(0),
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listener(0),
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timeScale(0),
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rendererObject(0),
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userData(0) {
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}
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#endif
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};
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/* @param data May be 0 for no mixing. */
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SP_API spAnimationState* spAnimationState_create (spAnimationStateData* data);
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SP_API void spAnimationState_dispose (spAnimationState* self);
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SP_API void spAnimationState_update (spAnimationState* self, float delta);
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SP_API int /**bool**/ spAnimationState_apply (spAnimationState* self, struct spSkeleton* skeleton);
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SP_API void spAnimationState_clearTracks (spAnimationState* self);
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SP_API void spAnimationState_clearTrack (spAnimationState* self, int trackIndex);
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/** Set the current animation. Any queued animations are cleared. */
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SP_API spTrackEntry* spAnimationState_setAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
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int/*bool*/loop);
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SP_API spTrackEntry* spAnimationState_setAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop);
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/** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
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* duration. */
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SP_API spTrackEntry* spAnimationState_addAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
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int/*bool*/loop, float delay);
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SP_API spTrackEntry* spAnimationState_addAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop,
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float delay);
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SP_API spTrackEntry* spAnimationState_setEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration);
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SP_API spTrackEntry* spAnimationState_addEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration, float delay);
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SP_API void spAnimationState_setEmptyAnimations(spAnimationState* self, float mixDuration);
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SP_API spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex);
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SP_API void spAnimationState_clearListenerNotifications(spAnimationState* self);
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SP_API float spTrackEntry_getAnimationTime (spTrackEntry* entry);
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/** Use this to dispose static memory before your app exits to appease your memory leak detector*/
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SP_API void spAnimationState_disposeStatics ();
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#ifdef SPINE_SHORT_NAMES
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typedef spEventType EventType;
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#define ANIMATION_START SP_ANIMATION_START
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#define ANIMATION_INTERRUPT SP_ANIMATION_INTERRUPT
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#define ANIMATION_END SP_ANIMATION_END
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#define ANIMATION_COMPLETE SP_ANIMATION_COMPLETE
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#define ANIMATION_DISPOSE SP_ANIMATION_DISPOSE
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#define ANIMATION_EVENT SP_ANIMATION_EVENT
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typedef spAnimationStateListener AnimationStateListener;
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typedef spTrackEntry TrackEntry;
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typedef spAnimationState AnimationState;
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#define AnimationState_create(...) spAnimationState_create(__VA_ARGS__)
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#define AnimationState_dispose(...) spAnimationState_dispose(__VA_ARGS__)
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#define AnimationState_update(...) spAnimationState_update(__VA_ARGS__)
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#define AnimationState_apply(...) spAnimationState_apply(__VA_ARGS__)
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#define AnimationState_clearTracks(...) spAnimationState_clearTracks(__VA_ARGS__)
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#define AnimationState_clearTrack(...) spAnimationState_clearTrack(__VA_ARGS__)
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#define AnimationState_setAnimationByName(...) spAnimationState_setAnimationByName(__VA_ARGS__)
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#define AnimationState_setAnimation(...) spAnimationState_setAnimation(__VA_ARGS__)
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#define AnimationState_addAnimationByName(...) spAnimationState_addAnimationByName(__VA_ARGS__)
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#define AnimationState_addAnimation(...) spAnimationState_addAnimation(__VA_ARGS__)
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#define AnimationState_setEmptyAnimation(...) spAnimationState_setEmptyAnimation(__VA_ARGS__)
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#define AnimationState_addEmptyAnimation(...) spAnimationState_addEmptyAnimation(__VA_ARGS__)
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#define AnimationState_setEmptyAnimations(...) spAnimationState_setEmptyAnimations(__VA_ARGS__)
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#define AnimationState_getCurrent(...) spAnimationState_getCurrent(__VA_ARGS__)
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#define AnimationState_clearListenerNotifications(...) spAnimationState_clearListenerNotifications(__VA_ARGS__)
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif /* SPINE_ANIMATIONSTATE_H_ */
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