/****************************************************************************** * 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 Spine_AnimationStateData_h #define Spine_AnimationStateData_h #include #include #include #include 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 _animationToMixTime; }; } #endif /* Spine_AnimationStateData_h */