// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../Atomic2D/StaticSprite2D.h" #ifdef ATOMIC_SPINE struct spAnimationState; struct spAnimationStateData; struct spSkeleton; #endif /// Loop mode. enum LoopMode2D { /// Default, use animation's value. LM_DEFAULT = 0, /// Force looped. LM_FORCE_LOOPED, /// Force clamped. LM_FORCE_CLAMPED }; namespace Atomic { namespace Spriter { class SpriterInstance; } class AnimationSet2D; /// Animated sprite component, it uses to play animation created by Spine (http://www.esotericsoftware.com) and Spriter (http://www.brashmonkey.com/). class ATOMIC_API AnimatedSprite2D : public StaticSprite2D { ATOMIC_OBJECT(AnimatedSprite2D, StaticSprite2D); public: /// Construct. AnimatedSprite2D(Context* context); /// Destruct. virtual ~AnimatedSprite2D(); /// Register object factory. static void RegisterObject(Context* context); /// Handle enabled/disabled state change. virtual void OnSetEnabled(); /// Set animation set. void SetAnimationSet(AnimationSet2D* animationSet); /// Set entity name (skin name for spine, entity name for spriter). void SetEntity(const String& name); /// Set animation by name and loop mode. void SetAnimation(const String& name, LoopMode2D loopMode = LM_DEFAULT); /// Set loop mode. void SetLoopMode(LoopMode2D loopMode); /// Set speed. void SetSpeed(float speed); /// Return animation. AnimationSet2D* GetAnimationSet() const; /// Return entity name. const String& GetEntity() const { return entity_; } /// Return animation name. const String& GetAnimation() const { return animationName_; } /// Return loop mode. LoopMode2D GetLoopMode() const { return loopMode_; } /// Return speed. float GetSpeed() const { return speed_; } /// Set animation set attribute. void SetAnimationSetAttr(const ResourceRef& value); /// Return animation set attribute. ResourceRef GetAnimationSetAttr() const; /// Set animation by name. void SetAnimationAttr(const String& name); protected: /// Handle scene being assigned. virtual void OnSceneSet(Scene* scene); /// Handle update vertices. virtual void UpdateSourceBatches(); /// Handle scene post update. void HandleScenePostUpdate(StringHash eventType, VariantMap& eventData); /// Update animation. void UpdateAnimation(float timeStep); #ifdef ATOMIC_SPINE /// Handle set spine animation. void SetSpineAnimation(); /// Update spine animation. void UpdateSpineAnimation(float timeStep); /// Update vertices for spine animation; void UpdateSourceBatchesSpine(); #endif /// Handle set spriter animation. void SetSpriterAnimation(); /// Update spriter animation. void UpdateSpriterAnimation(float timeStep); /// Update vertices for spriter animation. void UpdateSourceBatchesSpriter(); /// Dispose. void Dispose(); /// Speed. float speed_; /// Entity name. String entity_; /// Animation set. SharedPtr animationSet_; /// Animation name. String animationName_; /// Loop mode. LoopMode2D loopMode_; #ifdef ATOMIC_SPINE /// Skeleton. spSkeleton* skeleton_; /// Animation state data. spAnimationStateData* animationStateData_; /// Animation state. spAnimationState* animationState_; #endif /// Spriter instance. UniquePtr spriterInstance_; }; }