text: /******************************************************************************
   * Spine Runtimes Software License
   * Version 2.1
   * 
   * Copyright (c) 2013, Esoteric Software
   * All rights reserved.
   * 
   * You are granted a perpetual, non-exclusive, non-sublicensable and
   * non-transferable license to install, execute and perform the Spine Runtimes
   * Software (the "Software") solely for internal use. Without the written
   * permission of Esoteric Software (typically granted by licensing Spine), you
   * may not (a) modify, translate, adapt or otherwise create derivative works,
   * improvements of the Software or develop new applications using the Software
   * or (b) remove, delete, alter or obscure any trademarks or any copyright,
   * trademark, patent or other intellectual property or proprietary rights
   * notices on or in the Software, including any copy thereof. Redistributions
   * in binary or source form must include this license and terms.
   * 
   * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
   * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
   * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
   * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
   * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
   * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
   * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
   * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
   * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
   * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   *****************************************************************************/
  
  #ifndef SPINE_SKELETONANIMATION_H_
  #define SPINE_SKELETONANIMATION_H_
  
  #include <spine/spine.h>
  #include <spine/SkeletonRenderer.h>
  #include "cocos2d.h"
  
  namespace spine {
  
  typedef std::function<void(int trackIndex)> StartListener;
  typedef std::function<void(int trackIndex)> EndListener;
  typedef std::function<void(int trackIndex, int loopCount)> CompleteListener;
  typedef std::function<void(int trackIndex, spEvent* event)> EventListener;
  
  /** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
    * played later. */
  class SkeletonAnimation: public SkeletonRenderer {
  public:
  	static SkeletonAnimation* createWithData (spSkeletonData* skeletonData);
  	static SkeletonAnimation* createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
  	static SkeletonAnimation* createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
  
  	virtual void update (float deltaTime);
  
  	void setAnimationStateData (spAnimationStateData* stateData);
  	void setMix (const std::string& fromAnimation, const std::string& toAnimation, float duration);
  
  	spTrackEntry* setAnimation (int trackIndex, const std::string& name, bool loop);
  	spTrackEntry* addAnimation (int trackIndex, const std::string& name, bool loop, float delay = 0);
  	spTrackEntry* getCurrent (int trackIndex = 0);
  	void clearTracks ();
  	void clearTrack (int trackIndex = 0);
  
  	void setStartListener (const StartListener& listener);
  	void setEndListener (const EndListener& listener);
  	void setCompleteListener (const CompleteListener& listener);
  	void setEventListener (const EventListener& listener);
  
  	void setTrackStartListener (spTrackEntry* entry, const StartListener& listener);
  	void setTrackEndListener (spTrackEntry* entry, const EndListener& listener);
  	void setTrackCompleteListener (spTrackEntry* entry, const CompleteListener& listener);
  	void setTrackEventListener (spTrackEntry* entry, const EventListener& listener);
  
  	virtual void onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
  	virtual void onTrackEntryEvent (int trackIndex, spEventType type, spEvent* event, int loopCount);
  
  	spAnimationState* getState() const;
  
  CC_CONSTRUCTOR_ACCESS:
  	SkeletonAnimation (spSkeletonData* skeletonData);
  	SkeletonAnimation (const std::string&skeletonDataFile, spAtlas* atlas, float scale = 1);
  	SkeletonAnimation (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
  	virtual ~SkeletonAnimation ();
  	void initialize ();
  
  protected:
      SkeletonAnimation ();
      
  	spAnimationState* _state;
  
  	bool _ownsAnimationStateData;
  
  	StartListener _startListener;
  	EndListener _endListener;
  	CompleteListener _completeListener;
  	EventListener _eventListener;
  
  private:
  	typedef SkeletonRenderer super;
  };
  
  }
  
  #endif /* SPINE_SKELETONANIMATION_H_ */
  