// // Copyright (c) 2008-2020 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. // /// \file #pragma once #include "../Urho2D/SpriterData2D.h" namespace Urho3D { class Component; namespace Spriter { /// Loop Mode. enum LoopMode { Default = 0, ForceLooped, ForceClamped, }; /// Spriter instance. class SpriterInstance { public: /// Constructor with spriter data. SpriterInstance(Component* owner, SpriterData* spriteData); /// Destructor. ~SpriterInstance(); /// Set current entity. bool SetEntity(int index); /// Set current entity. bool SetEntity(const String& entityName); /// Set current animation. bool SetAnimation(int index, LoopMode loopMode = Default); /// Set current animation. bool SetAnimation(const String& animationName, LoopMode loopMode = Default); /// Set root spatial info. void setSpatialInfo(const SpatialInfo& spatialInfo); /// Set root spatial info. void setSpatialInfo(float x, float y, float angle, float scaleX, float scaleY); /// Update animation. void Update(float deltaTime); /// Return current entity. Entity* GetEntity() const { return entity_; } /// Return current animation. Animation* GetAnimation() const { return animation_; } /// Return root spatial info. const SpatialInfo& GetSpatialInfo() const { return spatialInfo_; } /// Return animation result timeline keys. const PODVector& GetTimelineKeys() const { return timelineKeys_; } private: /// Handle set entity. void OnSetEntity(Entity* entity); /// Handle set animation. void OnSetAnimation(Animation* animation, LoopMode loopMode = Default); /// Update mainline key. void UpdateMainlineKey(); /// Update timeline keys. void UpdateTimelineKeys(); /// Get timeline key by ref. TimelineKey* GetTimelineKey(Ref* ref) const; /// Clear mainline key and timeline keys. void Clear(); /// Parent component. Component* owner_{}; /// Spriter data. SpriterData* spriterData_{}; /// Current entity. Entity* entity_{}; /// Current animation. Animation* animation_{}; /// Looping. bool looping_{}; /// Root spatial info. SpatialInfo spatialInfo_; /// Current time. float currentTime_{}; /// Current mainline key. MainlineKey* mainlineKey_{}; /// Current timeline keys. PODVector timelineKeys_; }; } }