mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Fixed bug with keeping attachments visisble when setting new skin. Clean up. Always more clean up can be done, freaking C++...
85 lines
2.8 KiB
C++
85 lines
2.8 KiB
C++
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#include <stdexcept>
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#include <spine/AnimationState.h>
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#include <spine/AnimationStateData.h>
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#include <spine/Animation.h>
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#include <spine/BaseSkeleton.h>
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namespace spine {
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AnimationState::AnimationState (AnimationStateData *data) :
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previous(0),
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previousTime(0),
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previousLoop(false),
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mixTime(0),
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mixDuration(0),
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data(data),
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animation(0),
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time(0),
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loop(0) {
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}
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void AnimationState::update (float delta) {
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time += delta;
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previousTime += delta;
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mixTime += delta;
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}
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void AnimationState::apply (BaseSkeleton *skeleton) {
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if (!animation) return;
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if (previous) {
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previous->apply(skeleton, previousTime, previousLoop);
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float alpha = mixTime / mixDuration;
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if (alpha >= 1) {
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alpha = 1;
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previous = 0;
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}
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animation->mix(skeleton, time, loop, alpha);
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} else
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animation->apply(skeleton, time, loop);
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}
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void AnimationState::setAnimation (Animation *animation, bool loop) {
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setAnimation(animation, loop, 0);
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}
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void AnimationState::setAnimation (Animation *newAnimation, bool loop, float time) {
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previous = 0;
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if (newAnimation && animation && data) {
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mixDuration = data->getMixing(animation, newAnimation);
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if (mixDuration > 0) {
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mixTime = 0;
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previous = animation;
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}
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}
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animation = newAnimation;
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this->loop = loop;
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this->time = time;
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}
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} /* namespace spine */
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