#ifndef SPINE_ANIMATIONSTATE_H_
#define SPINE_ANIMATIONSTATE_H_
#include <spine/AnimationStateData.h>
namespace cocos2d { namespace extension {
typedef struct {
AnimationStateData* const data;
Animation* const animation;
float time;
int/*bool*/loop;
} AnimationState;
/* @param data May be 0 for no mixing. */
AnimationState* AnimationState_create (AnimationStateData* data);
void AnimationState_dispose (AnimationState* self);
void AnimationState_update (AnimationState* self, float delta);
void AnimationState_apply (AnimationState* self, struct Skeleton* skeleton);
/* @param animationName May be 0. */
void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop);
/* @param animation May be 0. */
void AnimationState_setAnimation (AnimationState* self, Animation* animation, int/*bool*/loop);
/** @param animationName May be 0.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
void AnimationState_addAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop, float delay);
/** @param animation May be 0.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
void AnimationState_addAnimation (AnimationState* self, Animation* animation, int/*bool*/loop, float delay);
void AnimationState_clearAnimation (AnimationState* self);
int/*bool*/AnimationState_isComplete (AnimationState* self);
}} // namespace cocos2d { namespace extension {
#endif /* SPINE_ANIMATIONSTATE_H_ */