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https://github.com/EsotericSoftware/spine-runtimes.git
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159 lines
5.8 KiB
C
159 lines
5.8 KiB
C
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, 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,
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SP_ANIMATION_INTERRUPT,
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SP_ANIMATION_END,
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SP_ANIMATION_COMPLETE,
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SP_ANIMATION_DISPOSE,
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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,
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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 *previous;
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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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int /*boolean*/ reverse;
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int /*boolean*/ shortestRotation;
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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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};
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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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int unkeyedState;
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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 *
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spAnimationState_setAnimationByName(spAnimationState *self, int trackIndex, const char *animationName,
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int/*bool*/loop);
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SP_API spTrackEntry *
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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 *
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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 *
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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 *
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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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SP_API void spTrackEntry_resetRotationDirections(spTrackEntry *entry);
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SP_API float spTrackEntry_getTrackComplete(spTrackEntry *entry);
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SP_API void spAnimationState_clearNext(spAnimationState *self, 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 __cplusplus
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}
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#endif
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#endif /* SPINE_ANIMATIONSTATE_H_ */
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