spine-runtimes/spine-cocos2dx/2/src/spine/SkeletonAnimation.h
2014-05-17 20:47:28 +02:00

97 lines
4.2 KiB
C++

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef SPINE_SKELETONANIMATION_H_
#define SPINE_SKELETONANIMATION_H_
#include <spine/spine.h>
#include <spine/SkeletonRenderer.h>
#include "cocos2d.h"
namespace spine {
typedef std::function<void(int trackIndex)> StartListener;
typedef std::function<void(int trackIndex)> EndListener;
typedef std::function<void(int trackIndex, int loopCount)> CompleteListener;
typedef std::function<void(int trackIndex, spEvent* event)> EventListener;
/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
* played later. */
class SkeletonAnimation: public SkeletonRenderer {
public:
spAnimationState* state;
static SkeletonAnimation* createWithData (spSkeletonData* skeletonData);
static SkeletonAnimation* createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
static SkeletonAnimation* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
SkeletonAnimation (spSkeletonData* skeletonData);
SkeletonAnimation (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
SkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
virtual ~SkeletonAnimation ();
virtual void update (float deltaTime);
void setAnimationStateData (spAnimationStateData* stateData);
void setMix (const char* fromAnimation, const char* toAnimation, float duration);
spTrackEntry* setAnimation (int trackIndex, const char* name, bool loop);
spTrackEntry* addAnimation (int trackIndex, const char* name, bool loop, float delay = 0);
spTrackEntry* getCurrent (int trackIndex = 0);
void clearTracks ();
void clearTrack (int trackIndex = 0);
StartListener startListener;
EndListener endListener;
CompleteListener completeListener;
EventListener eventListener;
void setStartListener (spTrackEntry* entry, StartListener listener);
void setEndListener (spTrackEntry* entry, EndListener listener);
void setCompleteListener (spTrackEntry* entry, CompleteListener listener);
void setEventListener (spTrackEntry* entry, EventListener listener);
virtual void onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
virtual void onTrackEntryEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
protected:
SkeletonAnimation ();
private:
typedef SkeletonRenderer super;
bool ownsAnimationStateData;
void initialize ();
};
}
#endif /* SPINE_SKELETONANIMATION_H_ */