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ios/cocos2d/cocos/editor-support/spine/AnimationState.h 7.7 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
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  /******************************************************************************
   * Spine Runtimes Software License v2.5
   *
   * Copyright (c) 2013-2016, Esoteric Software
   * All rights reserved.
   *
   * You are granted a perpetual, non-exclusive, non-sublicensable, and
   * non-transferable license to use, install, execute, and perform the Spine
   * Runtimes software and derivative works solely for personal or internal
   * use. Without the written permission of Esoteric Software (see Section 2 of
   * the Spine Software License Agreement), you may not (a) modify, translate,
   * adapt, or develop new applications using the Spine Runtimes or otherwise
   * create derivative works or improvements of the Spine Runtimes or (b) remove,
   * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
   * or other intellectual property or proprietary rights notices on or in the
   * Software, including any copy thereof. Redistributions in binary or source
   * form must include this license and terms.
   *
   * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
   *****************************************************************************/
  
  #ifndef SPINE_ANIMATIONSTATE_H_
  #define SPINE_ANIMATIONSTATE_H_
  
  #include <spine/dll.h>
  #include <spine/Animation.h>
  #include <spine/AnimationStateData.h>
  #include <spine/Event.h>
  #include <spine/Array.h>
  
  #ifdef __cplusplus
  extern "C" {
  #endif
  
  typedef enum {
  	SP_ANIMATION_START, SP_ANIMATION_INTERRUPT, SP_ANIMATION_END, SP_ANIMATION_COMPLETE, SP_ANIMATION_DISPOSE, SP_ANIMATION_EVENT
  } spEventType;
  
  typedef struct spAnimationState spAnimationState;
  typedef struct spTrackEntry spTrackEntry;
  
  typedef void (*spAnimationStateListener) (spAnimationState* state, spEventType type, spTrackEntry* entry, spEvent* event);
  
  _SP_ARRAY_DECLARE_TYPE(spTrackEntryArray, spTrackEntry*)
  
  struct spTrackEntry {
  	spAnimation* animation;
  	spTrackEntry* next;
  	spTrackEntry* mixingFrom;
  	spAnimationStateListener listener;
  	int trackIndex;
  	int /*boolean*/ loop;
  	float eventThreshold, attachmentThreshold, drawOrderThreshold;
  	float animationStart, animationEnd, animationLast, nextAnimationLast;
  	float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale;
  	float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
  	spIntArray* timelineData;
  	spTrackEntryArray* timelineDipMix;
  	float* timelinesRotation;
  	int timelinesRotationCount;
  	void* rendererObject;
  	void* userData;
  
  #ifdef __cplusplus
  	spTrackEntry() :
  		animation(0),
  		next(0), mixingFrom(0),
  		listener(0),
  		trackIndex(0),
  		loop(0),
  		eventThreshold(0), attachmentThreshold(0), drawOrderThreshold(0),
  		animationStart(0), animationEnd(0), animationLast(0), nextAnimationLast(0),
  		delay(0), trackTime(0), trackLast(0), nextTrackLast(0), trackEnd(0), timeScale(0),
  		alpha(0), mixTime(0), mixDuration(0), interruptAlpha(0), totalAlpha(0),
  		timelineData(0),
  		timelineDipMix(0),
  		timelinesRotation(0),
  		timelinesRotationCount(0) {
  	}
  #endif
  };
  
  struct spAnimationState {
  	spAnimationStateData* const data;
  
  	int tracksCount;
  	spTrackEntry** tracks;
  
  	spAnimationStateListener listener;
  
  	float timeScale;
  
  	spTrackEntryArray* mixingTo;
  
  	void* rendererObject;
  
  #ifdef __cplusplus
  	spAnimationState() :
  		data(0),
  		tracksCount(0),
  		tracks(0),
  		listener(0),
  		timeScale(0),
  		mixingTo(0),
  		rendererObject(0) {
  	}
  #endif
  };
  
  /* @param data May be 0 for no mixing. */
  SP_API spAnimationState* spAnimationState_create (spAnimationStateData* data);
  SP_API void spAnimationState_dispose (spAnimationState* self);
  
  SP_API void spAnimationState_update (spAnimationState* self, float delta);
  SP_API int /**bool**/ spAnimationState_apply (spAnimationState* self, struct spSkeleton* skeleton);
  
  SP_API void spAnimationState_clearTracks (spAnimationState* self);
  SP_API void spAnimationState_clearTrack (spAnimationState* self, int trackIndex);
  
  /** Set the current animation. Any queued animations are cleared. */
  SP_API spTrackEntry* spAnimationState_setAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
  		int/*bool*/loop);
  SP_API spTrackEntry* spAnimationState_setAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop);
  
  /** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
   * duration. */
  SP_API spTrackEntry* spAnimationState_addAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
  		int/*bool*/loop, float delay);
  SP_API spTrackEntry* spAnimationState_addAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop,
  		float delay);
  SP_API spTrackEntry* spAnimationState_setEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration);
  SP_API spTrackEntry* spAnimationState_addEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration, float delay);
  SP_API void spAnimationState_setEmptyAnimations(spAnimationState* self, float mixDuration);
  
  SP_API spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex);
  
  SP_API void spAnimationState_clearListenerNotifications(spAnimationState* self);
  
  SP_API float spTrackEntry_getAnimationTime (spTrackEntry* entry);
  
  /** Use this to dispose static memory before your app exits to appease your memory leak detector*/
  SP_API void spAnimationState_disposeStatics ();
  
  #ifdef SPINE_SHORT_NAMES
  typedef spEventType EventType;
  #define ANIMATION_START SP_ANIMATION_START
  #define ANIMATION_INTERRUPT SP_ANIMATION_INTERRUPT
  #define ANIMATION_END SP_ANIMATION_END
  #define ANIMATION_COMPLETE SP_ANIMATION_COMPLETE
  #define ANIMATION_DISPOSE SP_ANIMATION_DISPOSE
  #define ANIMATION_EVENT SP_ANIMATION_EVENT
  typedef spAnimationStateListener AnimationStateListener;
  typedef spTrackEntry TrackEntry;
  typedef spAnimationState AnimationState;
  #define AnimationState_create(...) spAnimationState_create(__VA_ARGS__)
  #define AnimationState_dispose(...) spAnimationState_dispose(__VA_ARGS__)
  #define AnimationState_update(...) spAnimationState_update(__VA_ARGS__)
  #define AnimationState_apply(...) spAnimationState_apply(__VA_ARGS__)
  #define AnimationState_clearTracks(...) spAnimationState_clearTracks(__VA_ARGS__)
  #define AnimationState_clearTrack(...) spAnimationState_clearTrack(__VA_ARGS__)
  #define AnimationState_setAnimationByName(...) spAnimationState_setAnimationByName(__VA_ARGS__)
  #define AnimationState_setAnimation(...) spAnimationState_setAnimation(__VA_ARGS__)
  #define AnimationState_addAnimationByName(...) spAnimationState_addAnimationByName(__VA_ARGS__)
  #define AnimationState_addAnimation(...) spAnimationState_addAnimation(__VA_ARGS__)
  #define AnimationState_setEmptyAnimation(...) spAnimatinState_setEmptyAnimation(__VA_ARGS__)
  #define AnimationState_addEmptyAnimation(...) spAnimatinState_addEmptyAnimation(__VA_ARGS__)
  #define AnimationState_setEmptyAnimations(...) spAnimatinState_setEmptyAnimations(__VA_ARGS__)
  #define AnimationState_getCurrent(...) spAnimationState_getCurrent(__VA_ARGS__)
  #define AnimationState_clearListenerNotifications(...) spAnimatinState_clearListenerNotifications(__VA_ARGS__)
  #endif
  
  #ifdef __cplusplus
  }
  #endif
  
  #endif /* SPINE_ANIMATIONSTATE_H_ */