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AnimationState.h File Reference

Classes

struct  spTrackEntry
 
struct  spAnimationState
 

Typedefs

typedef void(* spAnimationStateListener )(spAnimationState *state, int trackIndex, spEventType type, spEvent *event, int loopCount)

Enumerations

enum  spEventType { SP_ANIMATION_START, SP_ANIMATION_END, SP_ANIMATION_COMPLETE, SP_ANIMATION_EVENT }
 

Functions

spAnimationState (spAnimationStateData *data)
void  (spAnimationState *self)
void  (spAnimationState *self, float delta)
void  (spAnimationState *self, struct spSkeleton *skeleton)
void  (spAnimationState *self)
void  (spAnimationState *self, int trackIndex)
spTrackEntry (spAnimationState *self, int trackIndex, const char *animationName, intloop)
 Set the current animation. More...
 
var  ( var self, var trackIndex, var animationName, var intloop)
 Set the current animation. More...
 
local  ( local self, local trackIndex, local animationName, local intloop)
 Set the current animation. More...
 
spTrackEntry (spAnimationState *self, int trackIndex, spAnimation *animation, intloop)
spTrackEntry (spAnimationState *self, int trackIndex, const char *animationName, intloop, float delay)
 Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix duration. More...
 
spTrackEntry (spAnimationState *self, int trackIndex, spAnimation *animation, intloop, float delay)
spTrackEntry (spAnimationState *self, int trackIndex)

Typedef Documentation

typedef void(*
spAnimationStateListener)(spAnimationState
*state, int trackIndex,
spEventType type, spEvent
*event, int loopCount)
typedef void(*
spAnimationStateListener)(spAnimationState
*state, int trackIndex,
spEventType type, spEvent
*event, int loopCount)
typedef void(*
spAnimationStateListener)(spAnimationState
*state, int trackIndex,
spEventType type, spEvent
*event, int loopCount)

Enumeration Type Documentation

Enumerator
SP_ANIMATION_START 
SP_ANIMATION_END 
SP_ANIMATION_COMPLETE 
SP_ANIMATION_EVENT 
Enumerator
SP_ANIMATION_START 
SP_ANIMATION_END 
SP_ANIMATION_COMPLETE 
SP_ANIMATION_EVENT 
local spEventType
Enumerator
SP_ANIMATION_START 
SP_ANIMATION_END 
SP_ANIMATION_COMPLETE 
SP_ANIMATION_EVENT 

Function Documentation

spAnimationState*
spAnimationState_create
( spAnimationStateData data)
var spAnimationState_create ( var  data)
local spAnimationState_create ( local  data)
void spAnimationState_dispose ( spAnimationState self)
var spAnimationState_dispose ( var  self)
local spAnimationState_dispose ( local  self)
void spAnimationState_update ( spAnimationState self,
float  delta 
)
var spAnimationState_update ( var  self,
var  delta 
)
local spAnimationState_update ( local  self,
local  delta 
)
void spAnimationState_apply ( spAnimationState self,
struct spSkeleton skeleton 
)
var spAnimationState_apply ( var  self,
var  skeleton 
)
local spAnimationState_apply ( local  self,
local  skeleton 
)
void spAnimationState_clearTracks ( spAnimationState self)
var spAnimationState_clearTracks ( var  self)
local spAnimationState_clearTracks ( local  self)
void spAnimationState_clearTrack ( spAnimationState self,
int  trackIndex 
)
var spAnimationState_clearTrack ( var  self,
var  trackIndex 
)
local spAnimationState_clearTrack ( local  self,
local  trackIndex 
)
spTrackEntry*
spAnimationState_setAnimationByName
( spAnimationState self,
int  trackIndex,
const char *  animationName,
intloop   
)

Set the current animation.

Any queued animations are cleared.

var
spAnimationState_setAnimationByName
( var  self,
var  trackIndex,
var  animationName,
var   
)

Set the current animation.

Any queued animations are cleared.

local
spAnimationState_setAnimationByName
( local  self,
local  trackIndex,
local  animationName,
local   
)

Set the current animation.

Any queued animations are cleared.

spTrackEntry*
spAnimationState_setAnimation
( spAnimationState self,
int  trackIndex,
spAnimation animation,
intloop   
)
var spAnimationState_setAnimation ( var  self,
var  trackIndex,
var  animation,
var   
)
local spAnimationState_setAnimation ( local  self,
local  trackIndex,
local  animation,
local   
)
spTrackEntry*
spAnimationState_addAnimationByName
( spAnimationState self,
int  trackIndex,
const char *  animationName,
intloop  ,
float  delay 
)

Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix duration.

var
spAnimationState_addAnimationByName
( var  self,
var  trackIndex,
var  animationName,
var  ,
var  delay 
)

Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix duration.

local
spAnimationState_addAnimationByName
( local  self,
local  trackIndex,
local  animationName,
local  ,
local  delay 
)

Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix duration.

spTrackEntry*
spAnimationState_addAnimation
( spAnimationState self,
int  trackIndex,
spAnimation animation,
intloop  ,
float  delay 
)
var spAnimationState_addAnimation ( var  self,
var  trackIndex,
var  animation,
var  ,
var  delay 
)
local spAnimationState_addAnimation ( local  self,
local  trackIndex,
local  animation,
local  ,
local  delay 
)
spTrackEntry*
spAnimationState_getCurrent
( spAnimationState self,
int  trackIndex 
)
var spAnimationState_getCurrent ( var  self,
var  trackIndex 
)
local spAnimationState_getCurrent ( local  self,
local  trackIndex 
)