mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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97 lines
4.2 KiB
C++
97 lines
4.2 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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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 (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_SKELETONANIMATION_H_
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#define SPINE_SKELETONANIMATION_H_
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#include <spine/spine.h>
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#include <spine/SkeletonRenderer.h>
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#include "cocos2d.h"
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namespace spine {
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typedef std::function<void(int trackIndex)> StartListener;
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typedef std::function<void(int trackIndex)> EndListener;
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typedef std::function<void(int trackIndex, int loopCount)> CompleteListener;
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typedef std::function<void(int trackIndex, spEvent* event)> EventListener;
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/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
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* played later. */
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class SkeletonAnimation: public SkeletonRenderer {
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public:
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spAnimationState* state;
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static SkeletonAnimation* createWithData (spSkeletonData* skeletonData);
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static SkeletonAnimation* createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
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static SkeletonAnimation* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
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SkeletonAnimation (spSkeletonData* skeletonData);
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SkeletonAnimation (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
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SkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
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virtual ~SkeletonAnimation ();
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virtual void update (float deltaTime);
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void setAnimationStateData (spAnimationStateData* stateData);
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void setMix (const char* fromAnimation, const char* toAnimation, float duration);
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spTrackEntry* setAnimation (int trackIndex, const char* name, bool loop);
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spTrackEntry* addAnimation (int trackIndex, const char* name, bool loop, float delay = 0);
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spTrackEntry* getCurrent (int trackIndex = 0);
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void clearTracks ();
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void clearTrack (int trackIndex = 0);
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StartListener startListener;
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EndListener endListener;
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CompleteListener completeListener;
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EventListener eventListener;
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void setStartListener (spTrackEntry* entry, StartListener listener);
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void setEndListener (spTrackEntry* entry, EndListener listener);
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void setCompleteListener (spTrackEntry* entry, CompleteListener listener);
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void setEventListener (spTrackEntry* entry, EventListener listener);
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virtual void onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
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virtual void onTrackEntryEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
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protected:
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SkeletonAnimation ();
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private:
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typedef SkeletonRenderer super;
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bool ownsAnimationStateData;
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void initialize ();
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};
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}
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#endif /* SPINE_SKELETONANIMATION_H_ */
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