geode/loader/include/Geode/cocos/extensions/spine/AnimationState.h

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/*******************************************************************************
* 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:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* 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
* (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_ANIMATIONSTATE_H_
#define SPINE_ANIMATIONSTATE_H_
#include "AnimationStateData.h"
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namespace cocos2d { namespace extension {
typedef struct {
AnimationStateData* const data;
Animation* const animation;
float time;
int/*bool*/loop;
} AnimationState;
/* @param data May be 0 for no mixing. */
AnimationState* AnimationState_create (AnimationStateData* data);
void AnimationState_dispose (AnimationState* self);
void AnimationState_update (AnimationState* self, float delta);
void AnimationState_apply (AnimationState* self, struct Skeleton* skeleton);
/* @param animationName May be 0. */
void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop);
/* @param animation May be 0. */
void AnimationState_setAnimation (AnimationState* self, Animation* animation, int/*bool*/loop);
/** @param animationName May be 0.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
void AnimationState_addAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop, float delay);
/** @param animation May be 0.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
void AnimationState_addAnimation (AnimationState* self, Animation* animation, int/*bool*/loop, float delay);
void AnimationState_clearAnimation (AnimationState* self);
int/*bool*/AnimationState_isComplete (AnimationState* self);
}} // namespace cocos2d { namespace extension {
#endif /* SPINE_ANIMATIONSTATE_H_ */