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67 lines
3.1 KiB
C
67 lines
3.1 KiB
C
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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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* 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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#ifndef SPINE_ANIMATIONSTATE_H_
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#define SPINE_ANIMATIONSTATE_H_
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#include <spine/AnimationStateData.h>
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namespace cocos2d { namespace extension {
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typedef struct {
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AnimationStateData* const data;
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Animation* const animation;
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float time;
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int/*bool*/loop;
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} AnimationState;
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/* @param data May be 0 for no mixing. */
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AnimationState* AnimationState_create (AnimationStateData* data);
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void AnimationState_dispose (AnimationState* self);
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void AnimationState_update (AnimationState* self, float delta);
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void AnimationState_apply (AnimationState* self, struct Skeleton* skeleton);
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/* @param animationName May be 0. */
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void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop);
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/* @param animation May be 0. */
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void AnimationState_setAnimation (AnimationState* self, Animation* animation, int/*bool*/loop);
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/** @param animationName May be 0.
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* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
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void AnimationState_addAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop, float delay);
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/** @param animation May be 0.
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* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
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void AnimationState_addAnimation (AnimationState* self, Animation* animation, int/*bool*/loop, float delay);
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void AnimationState_clearAnimation (AnimationState* self);
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int/*bool*/AnimationState_isComplete (AnimationState* self);
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}} // namespace cocos2d { namespace extension {
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#endif /* SPINE_ANIMATIONSTATE_H_ */
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