void ComponentSpine::setAnimation(const graphics::SpineManagerItem * _animation, const int track_index, const bool loop) { auto __animation = * const_cast<graphics::SpineManagerItem *>(_animation); updateSpine(__animation); spAnimationState_setAnimation(animationState, track_index, __animation.getAnimation(), loop); }
spTrackEntry* SkeletonAnimation::setAnimation (int trackIndex, const std::string& name, bool loop) { spAnimation* animation = spSkeletonData_findAnimation(_skeleton->data, name.c_str()); if (!animation) { log("Spine: Animation not found: %s", name.c_str()); return 0; } return spAnimationState_setAnimation(_state, trackIndex, animation, loop); }
spTrackEntry* SpineAnimation::setAnimation(int trackIndex, const char* name, bool loop) { spAnimation* animation = spSkeletonData_findAnimation(skeleton->data, name); if (!animation) { return 0; } return spAnimationState_setAnimation(state, trackIndex, animation, loop); }
spTrackEntry* NEWSkeletonAnimation::setAnimation (int trackIndex, const char* name, bool loop) { spAnimation* animation = spSkeletonData_findAnimation(skeleton->data, name); if (!animation) { log("Spine: Animation not found: %s", name); return 0; } return spAnimationState_setAnimation(state, trackIndex, animation, loop); }
bool SpineAnimation::setAnimation(JNIEnv* env, int trackIndex, const char* name, bool loop) { spAnimation* animation = spSkeletonData_findAnimation(skeleton->data, name); if (!animation) { callback->onError(env, "Animation not found: %s", (char*) name); return false; } else { spAnimationState_setAnimation(state, trackIndex, animation, loop); return true; } }
bool SpineDrawable::setAnimation(int32_t trackIndex, const std::string& animationName, bool loop) { spAnimation* animation = spSkeletonData_findAnimation(animationState->data->skeletonData, animationName.c_str()); if (!animation) { return false; } spAnimationState_setAnimation(animationState, trackIndex, animation, loop ? 1 : 0); return true; }
void SkeletonAnimationFbo::setAnimation(int trackIndex, const QString& name, bool loop) { if (!isSkeletonValid()){ qDebug()<<"SkeletonAnimation::setAnimation Error: Skeleton is not ready"; return; } spAnimation* animation = spSkeletonData_findAnimation(mspSkeleton->data, name.toStdString().c_str()); if (!animation) { qDebug()<<"SkeletonAnimation::setAnimation Error: Animation is not found:"<<name; return; } spAnimationState_setAnimation(mspAnimationState, trackIndex, animation, loop); }