CCSkeletonAnimation

#ifndef SPINE_CCSKELETONANIMATION_H_

#define SPINE_CCSKELETONANIMATION_H_


#include <spine/spine.h>

#include <spine/CCSkeleton.h>

#include "cocos2d.h"


namespace cocos2d { namespace extension {


/**

Draws an animated skeleton, providing a simple API for applying one or more animations and queuing animations to be played later.

*/

class CCSkeletonAnimation: public CCSkeleton {

public:

std::vector<AnimationState*> states;


static CCSkeletonAnimation* createWithData (SkeletonData* skeletonData);

static CCSkeletonAnimation* createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale = 1);

static CCSkeletonAnimation* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 1);


CCSkeletonAnimation (SkeletonData* skeletonData);

CCSkeletonAnimation (const char* skeletonDataFile, Atlas* atlas, float scale = 1);

CCSkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale = 1);


virtual ~CCSkeletonAnimation ();


virtual void update (float deltaTime);


void addAnimationState (AnimationStateData* stateData = 0);

void setAnimationStateData (AnimationStateData* stateData, int stateIndex = 0);

void setMix (const char* fromAnimation, const char* toAnimation, float duration, int stateIndex = 0);

void setAnimation (const char* name, bool loop, int stateIndex = 0);

void addAnimation (const char* name, bool loop, float delay = 0, int stateIndex = 0);

void clearAnimation (int stateIndex = 0);


protected:

CCSkeletonAnimation ();


private:

typedef CCSkeleton super;

std::vector<AnimationStateData*> stateDatas;


void initialize ();

};


}} // namespace cocos2d { namespace extension {


#endif /* SPINE_CCSKELETONANIMATION_H_ */


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