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ios/cocos2d/cocos/editor-support/spine/AnimationStateData.h 3.27 KB
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  /******************************************************************************
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   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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   *
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   * Copyright (c) 2013-2019, Esoteric Software LLC
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   *
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   * Integration of the Spine Runtimes into software or otherwise creating
   * derivative works of the Spine Runtimes is permitted under the terms and
   * conditions of Section 2 of the Spine Editor License Agreement:
   * http://esotericsoftware.com/spine-editor-license
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   *
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   * Otherwise, it is permitted to integrate the Spine Runtimes into software
   * or otherwise create derivative works of the Spine Runtimes (collectively,
   * "Products"), provided that each user of the Products must obtain their own
   * Spine Editor license and redistribution of the Products in any form must
   * include this license and copyright notice.
   *
   * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
   * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
   * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
   * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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.
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   *****************************************************************************/
  
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  #ifndef Spine_AnimationStateData_h
  #define Spine_AnimationStateData_h
  
  #include <spine/HashMap.h>
  #include <spine/SpineObject.h>
  #include <spine/SpineString.h>
  
  #include <assert.h>
  
  namespace spine {
  	class SkeletonData;
  	class Animation;
  
  	/// Stores mix (crossfade) durations to be applied when AnimationState animations are changed.
  	class SP_API AnimationStateData : public SpineObject {
  		friend class AnimationState;
  
  	public:
  		explicit AnimationStateData(SkeletonData* skeletonData);
  
  		/// The SkeletonData to look up animations when they are specified by name.
  		SkeletonData* getSkeletonData();
  
  		/// The mix duration to use when no mix duration has been specifically defined between two animations.
  		float getDefaultMix();
  		void setDefaultMix(float inValue);
  
  		/// Sets a mix duration by animation names.
  		void setMix(const String& fromName, const String& toName, float duration);
  
  		/// Sets a mix duration when changing from the specified animation to the other.
  		/// See TrackEntry.MixDuration.
  		void setMix(Animation* from, Animation* to, float duration);
  
  		/// The mix duration to use when changing from the specified animation to the other,
  		/// or the DefaultMix if no mix duration has been set.
  		float getMix(Animation* from, Animation* to);
  
  	private:
  		class AnimationPair : public SpineObject {
  		public:
  			Animation* _a1;
  			Animation* _a2;
  
  			explicit AnimationPair(Animation* a1 = NULL, Animation* a2 = NULL);
  
  			bool operator==(const AnimationPair &other) const;
  		};
  
  		SkeletonData* _skeletonData;
  		float _defaultMix;
  		HashMap<AnimationPair, float> _animationToMixTime;
  	};
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  }
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  #endif /* Spine_AnimationStateData_h */