AnimationStateData

#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_ */


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