spine-runtimes/spine-godot/spine_godot/SpineAnimationState.h
2021-09-28 11:27:11 +02:00

94 lines
3.4 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*****************************************************************************/
#ifndef GODOT_SPINEANIMATIONSTATE_H
#define GODOT_SPINEANIMATIONSTATE_H
#include "core/variant_parser.h"
#include "SpineAnimationStateDataResource.h"
#include "SpineSkeleton.h"
#include "SpineTrackEntry.h"
class SpineAnimationState : public Reference{
GDCLASS(SpineAnimationState, Reference);
protected:
static void _bind_methods();
private:
spine::AnimationState *animation_state;
Ref<SpineAnimationStateDataResource> anim_state_data_res;
public:
void load_animation_state(Ref<SpineAnimationStateDataResource> ad);
inline void set_animation_state(spine::AnimationState *a){
animation_state = a;
}
inline spine::AnimationState *get_animation_state(){
return animation_state;
}
void reload_animation_state();
Ref<SpineTrackEntry> set_animation(const String &anim_name, bool loop, uint64_t track_id);
inline void set_animation_by_ref(Ref<SpineAnimation> anim, bool loop, uint64_t track_id){
if(anim.is_valid()){
animation_state->setAnimation(track_id, anim->get_spine_object(), loop);
}
}
Ref<SpineTrackEntry> add_animation(const String &anim_name, float delay, bool loop, uint64_t track_id);
Ref<SpineTrackEntry> set_empty_animation(uint64_t track_id, float mix_duration);
Ref<SpineTrackEntry> add_empty_animation(uint64_t track_id, float mix_duration, float delay);
void set_empty_animations(float mix_duration);
Ref<SpineAnimationStateDataResource> get_data();
float get_time_scale();
void set_time_scale(float v);
void disable_queue();
void enable_queue();
void update(float delta);
bool apply(Ref<SpineSkeleton> skeleton);
void clear_tracks();
void clear_track(uint64_t track_id);
Ref<SpineTrackEntry> get_current(uint64_t track_index);
SpineAnimationState();
~SpineAnimationState();
};
#endif //GODOT_SPINEANIMATIONSTATE_H