spine-runtimes/spine-cpp/src/spine/AnimationState.cpp
NathanSweet 6899b5249c Added AnimationState.
Fixed bug with keeping attachments visisble when setting new skin.
Clean up. Always more clean up can be done, freaking C++...
2013-03-22 14:22:35 +01:00

85 lines
2.8 KiB
C++

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* 1. Redistributions of source code must retain the above copyright notice, this
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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#include <stdexcept>
#include <spine/AnimationState.h>
#include <spine/AnimationStateData.h>
#include <spine/Animation.h>
#include <spine/BaseSkeleton.h>
namespace spine {
AnimationState::AnimationState (AnimationStateData *data) :
previous(0),
previousTime(0),
previousLoop(false),
mixTime(0),
mixDuration(0),
data(data),
animation(0),
time(0),
loop(0) {
}
void AnimationState::update (float delta) {
time += delta;
previousTime += delta;
mixTime += delta;
}
void AnimationState::apply (BaseSkeleton *skeleton) {
if (!animation) return;
if (previous) {
previous->apply(skeleton, previousTime, previousLoop);
float alpha = mixTime / mixDuration;
if (alpha >= 1) {
alpha = 1;
previous = 0;
}
animation->mix(skeleton, time, loop, alpha);
} else
animation->apply(skeleton, time, loop);
}
void AnimationState::setAnimation (Animation *animation, bool loop) {
setAnimation(animation, loop, 0);
}
void AnimationState::setAnimation (Animation *newAnimation, bool loop, float time) {
previous = 0;
if (newAnimation && animation && data) {
mixDuration = data->getMixing(animation, newAnimation);
if (mixDuration > 0) {
mixTime = 0;
previous = animation;
}
}
animation = newAnimation;
this->loop = loop;
this->time = time;
}
} /* namespace spine */