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https://github.com/EsotericSoftware/spine-runtimes.git
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Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent! Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license. With this fixed, I hope we never need to change the license again!
117 lines
5.0 KiB
C
117 lines
5.0 KiB
C
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software, you may not (a) modify, translate, adapt or
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* otherwise create derivative works, improvements of the Software or develop
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* new applications using the Software or (b) remove, delete, alter or obscure
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* any trademarks or any copyright, trademark, patent or other intellectual
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* property or proprietary rights notices on or in the Software, including
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* any copy thereof. Redistributions in binary or source code must include
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* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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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* THIS SOFTWARE, 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/Animation.h>
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#include <spine/AnimationStateData.h>
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#include <spine/Event.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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ANIMATION_START, ANIMATION_END, ANIMATION_COMPLETE, ANIMATION_EVENT
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} spEventType;
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typedef struct spAnimationState spAnimationState;
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typedef void (*spAnimationStateListener) (spAnimationState* state, int trackIndex, spEventType type, spEvent* event,
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int loopCount);
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typedef struct spTrackEntry spTrackEntry;
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struct spTrackEntry {
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spTrackEntry* next;
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spTrackEntry* previous;
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spAnimation* animation;
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int/*bool*/loop;
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float delay, time, lastTime, endTime, timeScale;
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spAnimationStateListener listener;
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float mixTime, mixDuration;
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};
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struct spAnimationState {
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spAnimationStateData* const data;
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float timeScale;
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spAnimationStateListener listener;
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void* context;
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int trackCount;
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spTrackEntry** tracks;
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};
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/* @param data May be 0 for no mixing. */
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spAnimationState* spAnimationState_create (spAnimationStateData* data);
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void spAnimationState_dispose (spAnimationState* self);
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void spAnimationState_update (spAnimationState* self, float delta);
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void spAnimationState_apply (spAnimationState* self, struct spSkeleton* skeleton);
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void spAnimationState_clearTracks (spAnimationState* self);
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void spAnimationState_clearTrack (spAnimationState* self, int trackIndex);
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/** Set the current animation. Any queued animations are cleared. */
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spTrackEntry* spAnimationState_setAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
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int/*bool*/loop);
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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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spTrackEntry* spAnimationState_addAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
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int/*bool*/loop, float delay);
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spTrackEntry* spAnimationState_addAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop,
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float delay);
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spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex);
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#ifdef SPINE_SHORT_NAMES
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typedef spEventType EventType;
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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_getCurrent(...) spAnimationState_getCurrent(__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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