123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293 |
- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * 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
- *
- * 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.
- *
- * THE SPINE RUNTIMES ARE 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
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #ifndef GODOT_SPINEANIMATIONSTATE_H
- #define GODOT_SPINEANIMATIONSTATE_H
- #include "core/variant_parser.h"
- #include "SpineAnimationStateDataResource.h"
- #include "SpineSkeleton.h"
- #include "SpineTrackEntry.h"
- class SpineAnimationState : public Reference{
- GDCLASS(SpineAnimationState, Reference);
- protected:
- static void _bind_methods();
- private:
- spine::AnimationState *animation_state;
- Ref<SpineAnimationStateDataResource> anim_state_data_res;
- public:
- void load_animation_state(Ref<SpineAnimationStateDataResource> ad);
- inline void set_animation_state(spine::AnimationState *a){
- animation_state = a;
- }
- inline spine::AnimationState *get_animation_state(){
- return animation_state;
- }
- void reload_animation_state();
- Ref<SpineTrackEntry> set_animation(const String &anim_name, bool loop, uint64_t track_id);
- inline void set_animation_by_ref(Ref<SpineAnimation> anim, bool loop, uint64_t track_id){
- if(anim.is_valid()){
- animation_state->setAnimation(track_id, anim->get_spine_object(), loop);
- }
- }
- Ref<SpineTrackEntry> add_animation(const String &anim_name, float delay, bool loop, uint64_t track_id);
- Ref<SpineTrackEntry> set_empty_animation(uint64_t track_id, float mix_duration);
- Ref<SpineTrackEntry> add_empty_animation(uint64_t track_id, float mix_duration, float delay);
- void set_empty_animations(float mix_duration);
- Ref<SpineAnimationStateDataResource> get_data();
- float get_time_scale();
- void set_time_scale(float v);
- void disable_queue();
- void enable_queue();
- void update(float delta);
- bool apply(Ref<SpineSkeleton> skeleton);
- void clear_tracks();
- void clear_track(uint64_t track_id);
- Ref<SpineTrackEntry> get_current(uint64_t track_index);
- SpineAnimationState();
- ~SpineAnimationState();
- };
- #endif //GODOT_SPINEANIMATIONSTATE_H
|