mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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94 lines
3.4 KiB
C++
94 lines
3.4 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef GODOT_SPINEANIMATIONSTATE_H
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#define GODOT_SPINEANIMATIONSTATE_H
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#include "core/variant_parser.h"
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#include "SpineAnimationStateDataResource.h"
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#include "SpineSkeleton.h"
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#include "SpineTrackEntry.h"
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class SpineAnimationState : public Reference{
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GDCLASS(SpineAnimationState, Reference);
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protected:
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static void _bind_methods();
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private:
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spine::AnimationState *animation_state;
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Ref<SpineAnimationStateDataResource> anim_state_data_res;
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public:
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void load_animation_state(Ref<SpineAnimationStateDataResource> ad);
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inline void set_animation_state(spine::AnimationState *a){
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animation_state = a;
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}
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inline spine::AnimationState *get_animation_state(){
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return animation_state;
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}
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void reload_animation_state();
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Ref<SpineTrackEntry> set_animation(const String &anim_name, bool loop, uint64_t track_id);
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inline void set_animation_by_ref(Ref<SpineAnimation> anim, bool loop, uint64_t track_id){
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if(anim.is_valid()){
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animation_state->setAnimation(track_id, anim->get_spine_object(), loop);
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}
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}
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Ref<SpineTrackEntry> add_animation(const String &anim_name, float delay, bool loop, uint64_t track_id);
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Ref<SpineTrackEntry> set_empty_animation(uint64_t track_id, float mix_duration);
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Ref<SpineTrackEntry> add_empty_animation(uint64_t track_id, float mix_duration, float delay);
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void set_empty_animations(float mix_duration);
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Ref<SpineAnimationStateDataResource> get_data();
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float get_time_scale();
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void set_time_scale(float v);
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void disable_queue();
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void enable_queue();
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void update(float delta);
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bool apply(Ref<SpineSkeleton> skeleton);
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void clear_tracks();
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void clear_track(uint64_t track_id);
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Ref<SpineTrackEntry> get_current(uint64_t track_index);
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SpineAnimationState();
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~SpineAnimationState();
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};
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#endif //GODOT_SPINEANIMATIONSTATE_H
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