From 0ffe43b83e26c2caa6a3527e6648651259719a03 Mon Sep 17 00:00:00 2001 From: Mario Zechner Date: Thu, 22 May 2025 22:34:05 +0200 Subject: [PATCH] [haxe] Clean-up of documentation, remove HTML tags --- spine-haxe/spine-haxe/spine/Bone.hx | 16 +++--- spine-haxe/spine-haxe/spine/Event.hx | 3 +- spine-haxe/spine-haxe/spine/EventData.hx | 4 +- spine-haxe/spine-haxe/spine/IkConstraint.hx | 8 +-- .../spine-haxe/spine/IkConstraintData.hx | 2 +- spine-haxe/spine-haxe/spine/PathConstraint.hx | 4 +- .../spine-haxe/spine/PathConstraintData.hx | 2 +- .../spine-haxe/spine/PhysicsConstraint.hx | 4 +- .../spine-haxe/spine/PhysicsConstraintData.hx | 4 +- spine-haxe/spine-haxe/spine/PositionMode.hx | 5 +- spine-haxe/spine-haxe/spine/RotateMode.hx | 2 +- spine-haxe/spine-haxe/spine/SequenceMode.hx | 2 +- spine-haxe/spine-haxe/spine/Skeleton.hx | 41 ++++++++------- spine-haxe/spine-haxe/spine/SkeletonBinary.hx | 7 ++- spine-haxe/spine-haxe/spine/SkeletonData.hx | 9 ++-- spine-haxe/spine-haxe/spine/SpacingMode.hx | 4 +- .../spine-haxe/spine/TransformConstraint.hx | 4 +- .../spine/TransformConstraintData.hx | 3 +- .../spine/animation/AnimationState.hx | 46 ++++++++-------- .../spine/animation/AttachmentTimeline.hx | 2 +- .../spine/animation/CurveTimeline.hx | 14 ++--- .../spine/animation/CurveTimeline1.hx | 2 +- .../spine/animation/CurveTimeline2.hx | 2 +- .../spine/animation/DeformTimeline.hx | 4 +- .../spine/animation/DrawOrderTimeline.hx | 4 +- .../spine/animation/EventTimeline.hx | 4 +- .../spine/animation/IkConstraintTimeline.hx | 2 +- .../spine/animation/InheritTimeline.hx | 2 +- .../spine-haxe/spine/animation/Listeners.hx | 2 +- .../spine-haxe/spine/animation/MixBlend.hx | 8 +-- .../animation/PathConstraintMixTimeline.hx | 2 +- .../PathConstraintSpacingTimeline.hx | 4 +- .../PhysicsConstraintResetTimeline.hx | 6 +-- .../spine/animation/RGB2Timeline.hx | 2 +- .../spine/animation/RGBA2Timeline.hx | 2 +- .../spine-haxe/spine/animation/RGBTimeline.hx | 2 +- .../spine/animation/SequenceTimeline.hx | 4 +- .../spine-haxe/spine/animation/Timeline.hx | 16 +++--- .../spine-haxe/spine/animation/TrackEntry.hx | 52 +++++++++---------- .../animation/TransformConstraintTimeline.hx | 2 +- .../attachments/AtlasAttachmentLoader.hx | 5 +- .../spine/attachments/AttachmentLoader.hx | 6 +-- .../attachments/BoundingBoxAttachment.hx | 7 +-- .../spine/attachments/MeshAttachment.hx | 14 ++--- .../spine/attachments/PathAttachment.hx | 6 ++- .../spine/attachments/PointAttachment.hx | 4 +- .../spine/attachments/RegionAttachment.hx | 16 +++--- .../spine/attachments/VertexAttachment.hx | 5 +- 48 files changed, 189 insertions(+), 182 deletions(-) diff --git a/spine-haxe/spine-haxe/spine/Bone.hx b/spine-haxe/spine-haxe/spine/Bone.hx index fadb6810b..2c46de477 100644 --- a/spine-haxe/spine-haxe/spine/Bone.hx +++ b/spine-haxe/spine-haxe/spine/Bone.hx @@ -30,7 +30,7 @@ package spine; /** Stores a bone's current pose. - *

+ * * A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a * local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a * constraint or application code modifies the world transform after it was computed from the local transform. */ @@ -137,7 +137,7 @@ class Bone implements Updatable { } /** Computes the world transform using the parent bone and this bone's local transform. - *

+ * * See updateWorldTransformWith(). */ public function updateWorldTransform():Void { updateWorldTransformWith(x, y, rotation, scaleX, scaleY, shearX, shearY); @@ -145,9 +145,9 @@ class Bone implements Updatable { /** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the * specified local transform. Child bones are not updated. - *

- * See World transforms in the Spine - * Runtimes Guide. */ + * + * @see https://esotericsoftware.com/spine-runtime-skeletons#World-transforms World transforms in the Spine Runtimes Guide + */ public function updateWorldTransformWith(x:Float, y:Float, rotation:Float, scaleX:Float, scaleY:Float, shearX:Float, shearY:Float):Void { ax = x; ay = y; @@ -283,11 +283,11 @@ class Bone implements Updatable { } /** Computes the applied transform values from the world transform. - *

+ * * If the world transform is modified (by a constraint, rotateWorld(), etc) then this method should be called so * the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply another * constraint). - *

+ * * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after * calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */ public function updateAppliedTransform():Void { @@ -446,7 +446,7 @@ class Bone implements Updatable { } /** Rotates the world transform the specified amount. - *

+ * * After changes are made to the world transform, updateAppliedTransform() should be called and * update() will need to be called on any child bones, recursively. */ public function rotateWorld(degrees:Float):Void { diff --git a/spine-haxe/spine-haxe/spine/Event.hx b/spine-haxe/spine-haxe/spine/Event.hx index 7d8d4fc80..8e3777eeb 100644 --- a/spine-haxe/spine-haxe/spine/Event.hx +++ b/spine-haxe/spine-haxe/spine/Event.hx @@ -34,7 +34,8 @@ package spine; * @see spine.Timeline * @see spine.Timeline.apply() * @see spine.AnimationStateListener.event() - * @see Events in the Spine User Guide. */ + * @see https://esotericsoftware.com/spine-events Events in the Spine User Guide + */ class Event { private var _data:EventData; diff --git a/spine-haxe/spine-haxe/spine/EventData.hx b/spine-haxe/spine-haxe/spine/EventData.hx index 3980d55ea..48ada15cc 100644 --- a/spine-haxe/spine-haxe/spine/EventData.hx +++ b/spine-haxe/spine-haxe/spine/EventData.hx @@ -31,7 +31,9 @@ package spine; /** Stores the setup pose values for an spine.Event. * - * See Events in the Spine User Guide. */ + * + * @see https://esotericsoftware.com/spine-events Events in the Spine User Guide + */ class EventData { private var _name:String; diff --git a/spine-haxe/spine-haxe/spine/IkConstraint.hx b/spine-haxe/spine-haxe/spine/IkConstraint.hx index 2e816bbad..caf5b10a0 100644 --- a/spine-haxe/spine-haxe/spine/IkConstraint.hx +++ b/spine-haxe/spine-haxe/spine/IkConstraint.hx @@ -31,8 +31,8 @@ package spine; /** Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of * the last bone is as close to the target bone as possible. - *

- * See IK constraints in the Spine User Guide. */ + * + * @see https://esotericsoftware.com/spine-ik-constraints IK constraints in the Spine User Guide */ class IkConstraint implements Updatable { private var _data:IkConstraintData; @@ -45,12 +45,12 @@ class IkConstraint implements Updatable { /** For one bone IK, when true and the target is too close, the bone is scaled to reach it. */ public var compress:Bool = false; /** When true and the target is out of range, the parent bone is scaled to reach it. - *

+ * * For two bone IK: 1) the child bone's local Y translation is set to 0, 2) stretch is not applied if getSoftness() is * > 0, and 3) if the parent bone has local nonuniform scale, stretch is not applied. */ public var stretch:Bool = false; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation. - *

+ * * For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0. */ public var mix:Float = 0; /** For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones diff --git a/spine-haxe/spine-haxe/spine/IkConstraintData.hx b/spine-haxe/spine-haxe/spine/IkConstraintData.hx index d5fa3128a..bb43f06f6 100644 --- a/spine-haxe/spine-haxe/spine/IkConstraintData.hx +++ b/spine-haxe/spine-haxe/spine/IkConstraintData.hx @@ -31,7 +31,7 @@ package spine; /** Stores the setup pose for a spine.IkConstraint. * - * See IK constraints in the Spine User Guide. */ + * @see https://esotericsoftware.com/spine-ik-constraints IK constraints in the Spine User Guide */ class IkConstraintData extends ConstraintData { /** The bones that are constrained by this IK constraint. */ public var bones:Array = new Array(); diff --git a/spine-haxe/spine-haxe/spine/PathConstraint.hx b/spine-haxe/spine-haxe/spine/PathConstraint.hx index 523ead993..e25ac8dfb 100644 --- a/spine-haxe/spine-haxe/spine/PathConstraint.hx +++ b/spine-haxe/spine-haxe/spine/PathConstraint.hx @@ -32,9 +32,9 @@ package spine; import spine.attachments.PathAttachment; /** Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the - * constrained bones so they follow a {@link PathAttachment}. + * constrained bones so they follow a PathAttachment. * - * See Path constraints in the Spine User Guide. */ + * @see https://esotericsoftware.com/spine-path-constraints Path constraints in the Spine User Guide */ class PathConstraint implements Updatable { private static inline var NONE:Int = -1; private static inline var BEFORE:Int = -2; diff --git a/spine-haxe/spine-haxe/spine/PathConstraintData.hx b/spine-haxe/spine-haxe/spine/PathConstraintData.hx index 70db20ef6..57581d6a6 100644 --- a/spine-haxe/spine-haxe/spine/PathConstraintData.hx +++ b/spine-haxe/spine-haxe/spine/PathConstraintData.hx @@ -31,7 +31,7 @@ package spine; /** Stores the setup pose for a spine.PathConstraint. * - * See Path constraints in the Spine User Guide. */ + * @see https://esotericsoftware.com/spine-path-constraints Path constraints in the Spine User Guide */ class PathConstraintData extends ConstraintData { /** The bones that will be modified by this path constraint. */ private var _bones:Array = new Array(); diff --git a/spine-haxe/spine-haxe/spine/PhysicsConstraint.hx b/spine-haxe/spine-haxe/spine/PhysicsConstraint.hx index 9bdad22b6..b13c2ed09 100644 --- a/spine-haxe/spine-haxe/spine/PhysicsConstraint.hx +++ b/spine-haxe/spine-haxe/spine/PhysicsConstraint.hx @@ -31,7 +31,9 @@ package spine; /** Stores the current pose for a physics constraint. A physics constraint applies physics to bones. * - * See Physics constraints in the Spine User Guide. */ + * + * @see https://esotericsoftware.com/spine-physics-constraints Physics constraints in the Spine User Guide + */ class PhysicsConstraint implements Updatable { private var _data:PhysicsConstraintData; private var _bone:Bone = null; diff --git a/spine-haxe/spine-haxe/spine/PhysicsConstraintData.hx b/spine-haxe/spine-haxe/spine/PhysicsConstraintData.hx index e646203bd..3b5a569ef 100644 --- a/spine-haxe/spine-haxe/spine/PhysicsConstraintData.hx +++ b/spine-haxe/spine-haxe/spine/PhysicsConstraintData.hx @@ -29,9 +29,9 @@ package spine; -/** Stores the setup pose for a {@link PhysicsConstraint}. +/** Stores the setup pose for a PhysicsConstraint. * - * See Physics constraints in the Spine User Guide. */ + * @see https://esotericsoftware.com/spine-physics-constraints Physics constraints in the Spine User Guide */ class PhysicsConstraintData extends ConstraintData { /** The bone constrained by this physics constraint. */ public var bone:BoneData; diff --git a/spine-haxe/spine-haxe/spine/PositionMode.hx b/spine-haxe/spine-haxe/spine/PositionMode.hx index 2f8437104..3482df80c 100644 --- a/spine-haxe/spine-haxe/spine/PositionMode.hx +++ b/spine-haxe/spine-haxe/spine/PositionMode.hx @@ -31,9 +31,8 @@ package spine; /** * Controls how the first bone is positioned along the path. - *

- * See Position mode in the Spine User - * Guide. + * + * @see https://esotericsoftware.com/spine-path-constraints#Position-mode Position mode in the Spine User Guide */ class PositionMode { public static var fixed(default, never):PositionMode = new PositionMode("fixed"); diff --git a/spine-haxe/spine-haxe/spine/RotateMode.hx b/spine-haxe/spine-haxe/spine/RotateMode.hx index 93ce13798..4e536b752 100644 --- a/spine-haxe/spine-haxe/spine/RotateMode.hx +++ b/spine-haxe/spine-haxe/spine/RotateMode.hx @@ -31,7 +31,7 @@ package spine; /** Controls how bones are rotated, translated, and scaled to match the path. * - * See Rotate mode in the Spine User Guide. */ + * @see https://esotericsoftware.com/spine-path-constraints#Rotate-mode Rotate mode in the Spine User Guide */ class RotateMode { public static var tangent(default, never):RotateMode = new RotateMode("tangent"); public static var chain(default, never):RotateMode = new RotateMode("chain"); diff --git a/spine-haxe/spine-haxe/spine/SequenceMode.hx b/spine-haxe/spine-haxe/spine/SequenceMode.hx index 5e7fcff5d..9cfc9b8d7 100644 --- a/spine-haxe/spine-haxe/spine/SequenceMode.hx +++ b/spine-haxe/spine-haxe/spine/SequenceMode.hx @@ -30,7 +30,7 @@ package spine; /** - * Defines how a {@link Sequence} is played. + * Defines how a Sequence is played. */ class SequenceMode { public static var hold(default, never):SequenceMode = new SequenceMode("hold", 0); diff --git a/spine-haxe/spine-haxe/spine/Skeleton.hx b/spine-haxe/spine-haxe/spine/Skeleton.hx index 99e00f6eb..8bb939d24 100644 --- a/spine-haxe/spine-haxe/spine/Skeleton.hx +++ b/spine-haxe/spine-haxe/spine/Skeleton.hx @@ -38,9 +38,9 @@ import spine.attachments.PathAttachment; import spine.attachments.RegionAttachment; /** Stores the current pose for a skeleton. - *

- * See Instance objects in the Spine - * Runtimes Guide. */ + * + * @see https://esotericsoftware.com/spine-runtime-architecture#Instance-objects Instance objects in the Spine Runtimes Guide + */ class Skeleton { private static var quadTriangles:Array = [0, 1, 2, 2, 3, 0]; private var _data:SkeletonData; @@ -66,12 +66,12 @@ class Skeleton { /** The color to tint all the skeleton's attachments. */ public var color:Color = new Color(1, 1, 1, 1); /** Scales the entire skeleton on the X axis. - *

+ * * Bones that do not inherit scale are still affected by this property. */ public var scaleX:Float = 1; /** Scales the entire skeleton on the Y axis. - *

+ * * Bones that do not inherit scale are still affected by this property. */ public var scaleY(get, default):Float = 1; function get_scaleY() { @@ -79,15 +79,15 @@ class Skeleton { } /** Sets the skeleton X position, which is added to the root bone worldX position. - *

+ * * Bones that do not inherit translation are still affected by this property. */ public var x:Float = 0; /** Sets the skeleton Y position, which is added to the root bone worldY position. - *

+ * * Bones that do not inherit translation are still affected by this property. */ public var y:Float = 0; /** Returns the skeleton's time. This is used for time-based manipulations, such as spine.PhysicsConstraint. - *

+ * * See Skeleton.update(). */ public var time:Float = 0; @@ -379,9 +379,9 @@ class Skeleton { } /** Updates the world transform for each bone and applies all constraints. - *

- * See World transforms in the Spine - * Runtimes Guide. */ + * + * @see https://esotericsoftware.com/spine-runtime-skeletons#World-transforms World transforms in the Spine Runtimes Guide + */ public function updateWorldTransform(physics:Physics):Void { if (physics == null) throw new SpineException("physics is undefined"); for (bone in bones) { @@ -401,9 +401,9 @@ class Skeleton { /** Temporarily sets the root bone as a child of the specified bone, then updates the world transform for each bone and applies * all constraints. - *

- * See World transforms in the Spine - * Runtimes Guide. */ + * + * @see https://esotericsoftware.com/spine-runtime-skeletons#World-transforms World transforms in the Spine Runtimes Guide + */ public function updateWorldTransformWith(physics:Physics, parent:Bone):Void { // Apply the parent bone transform to the root bone. The root bone always inherits scale, rotation and reflection. var rootBone:Bone = rootBone; @@ -523,7 +523,7 @@ class Skeleton { public var skinName(get, set):String; /** Sets a skin by name. - *

+ * * See Skeleton.skin. */ private function set_skinName(skinName:String):String { var skin:Skin = data.findSkin(skinName); @@ -547,10 +547,10 @@ class Skeleton { /** Sets the skin used to look up attachments before looking in the spine.SkeletonData default skin. If the * skin is changed, Skeleton.updateCache() is called. - *

+ * * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no * old skin, each slot's setup mode attachment is attached from the new skin. - *

+ * * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling * Skeleton.setSlotsToSetupPose(). Also, often spine.AnimationState.apply() is called before the next time the * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new @@ -581,7 +581,7 @@ class Skeleton { /** Finds an attachment by looking in the Skeleton.skin and spine.SkeletonData defaultSkin using the slot name and attachment * name. - *

+ * * See Skeleton.getAttachmentForSlotIndex(). */ public function getAttachmentForSlotName(slotName:String, attachmentName:String):Attachment { return getAttachmentForSlotIndex(data.findSlot(slotName).index, attachmentName); @@ -589,8 +589,9 @@ class Skeleton { /** Finds an attachment by looking in the Skeleton.skin and spine.SkeletonData defaultSkin using the slot index and * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked. - *

- * See Runtime skins in the Spine Runtimes Guide. */ + * + * @see https://esotericsoftware.com/spine-runtime-skins Runtime skins in the Spine Runtimes Guide + */ public function getAttachmentForSlotIndex(slotIndex:Int, attachmentName:String):Attachment { if (attachmentName == null) throw new SpineException("attachmentName cannot be null."); diff --git a/spine-haxe/spine-haxe/spine/SkeletonBinary.hx b/spine-haxe/spine-haxe/spine/SkeletonBinary.hx index 9b9cd1d64..e064f8f8d 100644 --- a/spine-haxe/spine-haxe/spine/SkeletonBinary.hx +++ b/spine-haxe/spine-haxe/spine/SkeletonBinary.hx @@ -84,10 +84,9 @@ import spine.attachments.VertexAttachment; /** * Loads skeleton data in the Spine binary format. - *

- * See Spine binary format and - * JSON and binary data in the Spine - * Runtimes Guide. + * + * @see https://esotericsoftware.com/spine-binary-format Spine binary format + * @see https://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data JSON and binary data in the Spine Runtimes Guide */ class SkeletonBinary { public var attachmentLoader:AttachmentLoader; diff --git a/spine-haxe/spine-haxe/spine/SkeletonData.hx b/spine-haxe/spine-haxe/spine/SkeletonData.hx index f85210f97..cefcbd501 100644 --- a/spine-haxe/spine-haxe/spine/SkeletonData.hx +++ b/spine-haxe/spine-haxe/spine/SkeletonData.hx @@ -36,8 +36,9 @@ import spine.atlas.TextureAtlas; import spine.attachments.AtlasAttachmentLoader; /** Stores the setup pose and all of the stateless data for a skeleton. - *

- * See Data objects in the Spine Runtimes + * + * + * @see https://esotericsoftware.com/spine-runtime-architecture#Data-objects Data objects in the Spine Runtimes * Guide. */ class SkeletonData { /** The skeleton's name, which by default is the name of the skeleton data file when possible, or null when a name hasn't been @@ -51,8 +52,8 @@ class SkeletonData { /** All skins, including the default skin. */ public var skins:Array = new Array(); /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine. - *

- * See {@link Skeleton#getAttachment(int, String)}. */ + * + * See Skeleton#getAttachment(int, String). */ public var defaultSkin:Skin; /** The skeleton's events. */ public var events:Array = new Array(); diff --git a/spine-haxe/spine-haxe/spine/SpacingMode.hx b/spine-haxe/spine-haxe/spine/SpacingMode.hx index 7905cc563..b2d064743 100644 --- a/spine-haxe/spine-haxe/spine/SpacingMode.hx +++ b/spine-haxe/spine-haxe/spine/SpacingMode.hx @@ -30,8 +30,8 @@ package spine; /** Controls how bones after the first bone are positioned along the path. - *

- * See Spacing mode in the Spine User Guide. */ + * + * @see https://esotericsoftware.com/spine-path-constraints#Spacing-mode Spacing mode in the Spine User Guide */ class SpacingMode { public static var length(default, never):SpacingMode = new SpacingMode("length"); public static var fixed(default, never):SpacingMode = new SpacingMode("fixed"); diff --git a/spine-haxe/spine-haxe/spine/TransformConstraint.hx b/spine-haxe/spine-haxe/spine/TransformConstraint.hx index 8f7b315f5..48da85e2c 100644 --- a/spine-haxe/spine-haxe/spine/TransformConstraint.hx +++ b/spine-haxe/spine-haxe/spine/TransformConstraint.hx @@ -31,8 +31,8 @@ package spine; /** Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained * bones to match that of the target bone. - *

- * See Transform constraints in the Spine User Guide. */ + * + * @see https://esotericsoftware.com/spine-transform-constraints Transform constraints in the Spine User Guide */ class TransformConstraint implements Updatable { private var _data:TransformConstraintData; private var _bones:Array; diff --git a/spine-haxe/spine-haxe/spine/TransformConstraintData.hx b/spine-haxe/spine-haxe/spine/TransformConstraintData.hx index 7e5afdd0e..39fdac108 100644 --- a/spine-haxe/spine-haxe/spine/TransformConstraintData.hx +++ b/spine-haxe/spine-haxe/spine/TransformConstraintData.hx @@ -32,7 +32,8 @@ package spine; /** * Stores the setup pose for a spine.TransformConstraint. * - * See Transform constraints in the Spine User Guide. + * + * @see https://esotericsoftware.com/spine-transform-constraints Transform constraints in the Spine User Guide */ class TransformConstraintData extends ConstraintData { private var _bones:Array = new Array(); diff --git a/spine-haxe/spine-haxe/spine/animation/AnimationState.hx b/spine-haxe/spine-haxe/spine/animation/AnimationState.hx index e7d0222bc..36670fb61 100644 --- a/spine-haxe/spine-haxe/spine/animation/AnimationState.hx +++ b/spine-haxe/spine-haxe/spine/animation/AnimationState.hx @@ -38,44 +38,44 @@ import spine.Skeleton; /** * Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies * multiple animations on top of each other (layering). - *

- * See Applying Animations in the Spine Runtimes Guide. + * + * @see https://esotericsoftware.com/spine-applying-animations/ Applying Animations in the Spine Runtimes Guide */ class AnimationState { /** - * 1) A previously applied timeline has set this property.
+ * 1) A previously applied timeline has set this property.\n * Result: Mix from the current pose to the timeline pose. */ public static inline var SUBSEQUENT:Int = 0; /** - * 1) This is the first timeline to set this property.
- * 2) The next track entry applied after this one does not have a timeline to set this property.
+ * 1) This is the first timeline to set this property.\n + * 2) The next track entry applied after this one does not have a timeline to set this property.\n * Result: Mix from the setup pose to the timeline pose. */ public static inline var FIRST:Int = 1; /** - * 1) A previously applied timeline has set this property.
- * 2) The next track entry to be applied does have a timeline to set this property.
- * 3) The next track entry after that one does not have a timeline to set this property.
+ * 1) A previously applied timeline has set this property.\n + * 2) The next track entry to be applied does have a timeline to set this property.\n + * 3) The next track entry after that one does not have a timeline to set this property.\n * Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading * animations that key the same property. A subsequent timeline will set this property using a mix. */ public static inline var HOLD_SUBSEQUENT:Int = 2; /** - * 1) This is the first timeline to set this property.
- * 2) The next track entry to be applied does have a timeline to set this property.
- * 3) The next track entry after that one does not have a timeline to set this property.
+ * 1) This is the first timeline to set this property.\n + * 2) The next track entry to be applied does have a timeline to set this property.\n + * 3) The next track entry after that one does not have a timeline to set this property.\n * Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations * that key the same property. A subsequent timeline will set this property using a mix. */ public static inline var HOLD_FIRST:Int = 3; /** - * 1) This is the first timeline to set this property.
- * 2) The next track entry to be applied does have a timeline to set this property.
- * 3) The next track entry after that one does have a timeline to set this property.
- * 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.
+ * 1) This is the first timeline to set this property.\n + * 2) The next track entry to be applied does have a timeline to set this property.\n + * 3) The next track entry after that one does have a timeline to set this property.\n + * 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.\n * Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than - * 2 track entries in a row have a timeline that sets the same property.
+ * 2 track entries in a row have a timeline that sets the same property.\n * Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid * "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A * (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed @@ -548,7 +548,7 @@ class AnimationState { /** * Removes all animations from all tracks, leaving skeletons in their current pose. - *

+ * * It may be desired to use spine.animation.AnimationState.setEmptyAnimations() to mix the skeletons back to the setup pose, * rather than leaving them in their current pose. */ @@ -565,7 +565,7 @@ class AnimationState { /** * Removes all animations from the track, leaving skeletons in their current pose. - *

+ * * It may be desired to use spine.animation.AnimationState.setEmptyAnimation() to mix the skeletons back to the setup pose, * rather than leaving them in their current pose. */ @@ -619,7 +619,7 @@ class AnimationState { /** * Sets an animation by name. - *

+ * * See spine.animation.AnimationState.setAnimation(). */ public function setAnimationByName(trackIndex:Int, animationName:String, loop:Bool):TrackEntry { @@ -663,7 +663,7 @@ class AnimationState { /** * Queues an animation by name. - *

+ * * See spine.animation.AnimationState.addAnimation(). */ public function addAnimationByName(trackIndex:Int, animationName:String, loop:Bool, delay:Float):TrackEntry { @@ -713,13 +713,13 @@ class AnimationState { /** * Sets an empty animation for a track, discarding any queued animations, and sets the track entry's * spine.animation.TrackEntry.getMixDuration(). An empty animation has no timelines and serves as a placeholder for mixing in or out. - *

+ * * Mixing out is done by setting an empty animation with a mix duration using either spine.animation.AnimationState.setEmptyAnimation(), * spine.animation.AnimationState.setEmptyAnimations(), or spine.animation.AnimationState.addEmptyAnimation(). Mixing to an empty animation causes * the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation * transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of * 0 still mixes out over one frame. - *

+ * * Mixing in is done by first setting an empty animation, then adding an animation using * spine.animation.AnimationState.addAnimation() with the desired delay (an empty animation has a duration of 0) and on * the returned track entry, set the spine.animation.TrackEntry.setMixDuration(). Mixing from an empty animation causes the new @@ -738,7 +738,7 @@ class AnimationState { * Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's * spine.animation.TrackEntry.getMixDuration(). If the track is empty, it is equivalent to calling * spine.animation.AnimationState.setEmptyAnimation(). - *

+ * * See spine.animation.AnimationState.setEmptyAnimation(). * @param delay If > 0, sets spine.animation.TrackEntry.getDelay(). If <= 0, the delay set is the duration of the previous track entry * minus any mix duration plus the specified delay (ie the mix ends at (delay = 0) or diff --git a/spine-haxe/spine-haxe/spine/animation/AttachmentTimeline.hx b/spine-haxe/spine-haxe/spine/animation/AttachmentTimeline.hx index 7c2090424..bc2ea625a 100644 --- a/spine-haxe/spine-haxe/spine/animation/AttachmentTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/AttachmentTimeline.hx @@ -56,7 +56,7 @@ class AttachmentTimeline extends Timeline implements SlotTimeline { } /** Sets the time and attachment name for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public function setFrame(frame:Int, time:Float, attachmentName:String):Void { frames[frame] = time; diff --git a/spine-haxe/spine-haxe/spine/animation/CurveTimeline.hx b/spine-haxe/spine-haxe/spine/animation/CurveTimeline.hx index 70fadca94..0bb52c96b 100644 --- a/spine-haxe/spine-haxe/spine/animation/CurveTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/CurveTimeline.hx @@ -48,18 +48,18 @@ class CurveTimeline extends Timeline { } /** Sets the specified frame to linear interpolation. - * @param frame Between 0 and frameCount - 1, inclusive. */ + * @param frame Between 0 and frameCount - 1, inclusive. */ public function setLinear(frame:Int):Void { curves[frame] = LINEAR; } /** Sets the specified frame to stepped interpolation. - * @param frame Between 0 and frameCount - 1, inclusive. */ + * @param frame Between 0 and frameCount - 1, inclusive. */ public function setStepped(frame:Int):Void { curves[frame] = STEPPED; } - /** Shrinks the storage for Bezier curves, for use when bezierCount (specified in the constructor) was larger + /** Shrinks the storage for Bezier curves, for use when bezierCount (specified in the constructor) was larger * than the actual number of Bezier curves. */ public function shrink(bezierCount:Int):Void { var size:Int = getFrameCount() + bezierCount * BEZIER_SIZE; @@ -68,9 +68,9 @@ class CurveTimeline extends Timeline { /** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than * one curve per frame. - * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1 (specified + * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1 (specified * in the constructor), inclusive. - * @param frame Between 0 and frameCount - 1, inclusive. + * @param frame Between 0 and frameCount - 1, inclusive. * @param value The index of the value for the frame this curve is used for. * @param time1 The time for the first key. * @param value1 The value for the first key. @@ -109,8 +109,8 @@ class CurveTimeline extends Timeline { } /** Returns the Bezier interpolated value for the specified time. - * @param frameIndex The index into Timeline.getFrames() for the values of the frame before time. - * @param valueOffset The offset from frameIndex to the value this curve is used for. + * @param frameIndex The index into Timeline.getFrames() for the values of the frame before time. + * @param valueOffset The offset from frameIndex to the value this curve is used for. * @param i The index of the Bezier segments. See CurveTimeline.getCurveType(). */ public function getBezierValue(time:Float, frameIndex:Int, valueOffset:Int, i:Int):Float { var x:Float, y:Float; diff --git a/spine-haxe/spine-haxe/spine/animation/CurveTimeline1.hx b/spine-haxe/spine-haxe/spine/animation/CurveTimeline1.hx index 0c58fc591..7a90c7003 100644 --- a/spine-haxe/spine-haxe/spine/animation/CurveTimeline1.hx +++ b/spine-haxe/spine-haxe/spine/animation/CurveTimeline1.hx @@ -46,7 +46,7 @@ class CurveTimeline1 extends CurveTimeline { } /** Sets the time and value for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public function setFrame(frame:Int, time:Float, value1:Float):Void { frame <<= 1; diff --git a/spine-haxe/spine-haxe/spine/animation/CurveTimeline2.hx b/spine-haxe/spine-haxe/spine/animation/CurveTimeline2.hx index cff0a5ffb..68b4c43ef 100644 --- a/spine-haxe/spine-haxe/spine/animation/CurveTimeline2.hx +++ b/spine-haxe/spine-haxe/spine/animation/CurveTimeline2.hx @@ -47,7 +47,7 @@ class CurveTimeline2 extends CurveTimeline { } /** Sets the time and values for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public function setFrame(frame:Int, time:Float, value1:Float, value2:Float):Void { frame *= ENTRIES; diff --git a/spine-haxe/spine-haxe/spine/animation/DeformTimeline.hx b/spine-haxe/spine-haxe/spine/animation/DeformTimeline.hx index 22d7f8e8e..6a1f942a3 100644 --- a/spine-haxe/spine-haxe/spine/animation/DeformTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/DeformTimeline.hx @@ -65,7 +65,7 @@ class DeformTimeline extends CurveTimeline implements SlotTimeline { } /** Sets the time and vertices for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. * @param verticesOrDeform Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */ public function setFrame(frame:Int, time:Float, verticesOrDeform:Array):Void { @@ -113,7 +113,7 @@ class DeformTimeline extends CurveTimeline implements SlotTimeline { } /** Returns the interpolated percentage for the specified time. - * @param frame The frame before time. */ + * @param frame The frame before time. */ private function getCurvePercent(time:Float, frame:Int):Float { var i:Int = Std.int(curves[frame]); var x:Float; diff --git a/spine-haxe/spine-haxe/spine/animation/DrawOrderTimeline.hx b/spine-haxe/spine-haxe/spine/animation/DrawOrderTimeline.hx index 9b3d954ab..779560136 100644 --- a/spine-haxe/spine-haxe/spine/animation/DrawOrderTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/DrawOrderTimeline.hx @@ -33,7 +33,7 @@ import spine.Event; import spine.Skeleton; import spine.Slot; -/** Changes a skeleton's {@link Skeleton#drawOrder}. */ +/** Changes a skeleton's Skeleton#drawOrder. */ class DrawOrderTimeline extends Timeline { /** The draw order for each frame. See setFrame(). */ public var drawOrders:Array>; @@ -51,7 +51,7 @@ class DrawOrderTimeline extends Timeline { } /** Sets the time and draw order for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. * @param drawOrder For each slot in spine.Skeleton.slots, the index of the slot in the new draw order. May be null to use setup pose draw order. */ public function setFrame(frame:Int, time:Float, drawOrder:Array):Void { diff --git a/spine-haxe/spine-haxe/spine/animation/EventTimeline.hx b/spine-haxe/spine-haxe/spine/animation/EventTimeline.hx index 36e2b235b..8b587f681 100644 --- a/spine-haxe/spine-haxe/spine/animation/EventTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/EventTimeline.hx @@ -49,13 +49,13 @@ class EventTimeline extends Timeline { } /** Sets the time and event for the specified frame. - * @param frame Between 0 and frameCount, inclusive. */ + * @param frame Between 0 and frameCount, inclusive. */ public function setFrame(frame:Int, event:Event):Void { frames[frame] = event.time; events[frame] = event; } - /** Fires events for frames > lastTime and <= time. */ + /** Fires events for frames > lastTime and <= time. */ public override function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Array, alpha:Float, blend:MixBlend, direction:MixDirection):Void { if (events == null) diff --git a/spine-haxe/spine-haxe/spine/animation/IkConstraintTimeline.hx b/spine-haxe/spine-haxe/spine/animation/IkConstraintTimeline.hx index 4a6ad1464..cff2bdb5f 100644 --- a/spine-haxe/spine-haxe/spine/animation/IkConstraintTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/IkConstraintTimeline.hx @@ -57,7 +57,7 @@ class IkConstraintTimeline extends CurveTimeline { } /** Sets the time, mix, softness, bend direction, compress, and stretch for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. * @param bendDirection 1 or -1. */ public function setFrame(frame:Int, time:Float, mix:Float, softness:Float, bendDirection:Int, compress:Bool, stretch:Bool):Void { diff --git a/spine-haxe/spine-haxe/spine/animation/InheritTimeline.hx b/spine-haxe/spine-haxe/spine/animation/InheritTimeline.hx index b538f3c5d..7c5220fb6 100644 --- a/spine-haxe/spine-haxe/spine/animation/InheritTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/InheritTimeline.hx @@ -54,7 +54,7 @@ class InheritTimeline extends Timeline implements BoneTimeline { } /** Sets the transform mode for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public function setFrame(frame:Int, time:Float, inherit: Inherit):Void { frame *= ENTRIES; diff --git a/spine-haxe/spine-haxe/spine/animation/Listeners.hx b/spine-haxe/spine-haxe/spine/animation/Listeners.hx index bc30e792e..4774d38aa 100644 --- a/spine-haxe/spine-haxe/spine/animation/Listeners.hx +++ b/spine-haxe/spine-haxe/spine/animation/Listeners.hx @@ -88,7 +88,7 @@ class EventListeners { /** Invoked when this entry's animation triggers an event. This may occur during mixing (after * interrupt(TrackEntry)), see spine.animation.TrackEntry.eventThreshold. - *

+ * * Because this event is triggered at the end of spine.animation.AnimationState.apply(Skeleton), any animations set in response to * the event won't be applied until the next time the AnimationState is applied. */ public function invoke(entry:TrackEntry, event:Event) { diff --git a/spine-haxe/spine-haxe/spine/animation/MixBlend.hx b/spine-haxe/spine-haxe/spine/animation/MixBlend.hx index 562e55a66..5c811beb1 100644 --- a/spine-haxe/spine-haxe/spine/animation/MixBlend.hx +++ b/spine-haxe/spine-haxe/spine/animation/MixBlend.hx @@ -30,7 +30,7 @@ package spine.animation; /** Controls how timeline values are mixed with setup pose values or current pose values when a timeline is applied with - * alpha < 1. + * alpha < 1. * * @see spine.animation.Timeline.apply() */ class MixBlend { @@ -47,17 +47,17 @@ class MixBlend { * the setup value. Timelines which perform instant transitions, such as spine.animation.DrawOrderTimeline or * spine.animation.AttachmentTimeline, use the setup value before the first frame. * - * first is intended for the first animations applied, not for animations layered on top of those. */ + * first is intended for the first animations applied, not for animations layered on top of those. */ public static var first(default, never):MixBlend = new MixBlend(1); /** Transitions from the current value to the timeline value. No change is made before the first frame (the current value is * kept until the first frame). * - * replace is intended for animations layered on top of others, not for the first animations applied. */ + * replace is intended for animations layered on top of others, not for the first animations applied. */ public static var replace(default, never):MixBlend = new MixBlend(2); /** Transitions from the current value to the current value plus the timeline value. No change is made before the first * frame (the current value is kept until the first frame). * - * add is intended for animations layered on top of others, not for the first animations applied. Properties + * add is intended for animations layered on top of others, not for the first animations applied. Properties * set by additive animations must be set manually or by another animation before applying the additive animations, else the * property values will increase each time the additive animations are applied. */ public static var add(default, never):MixBlend = new MixBlend(3); diff --git a/spine-haxe/spine-haxe/spine/animation/PathConstraintMixTimeline.hx b/spine-haxe/spine-haxe/spine/animation/PathConstraintMixTimeline.hx index 37f7c01e5..78283199b 100644 --- a/spine-haxe/spine-haxe/spine/animation/PathConstraintMixTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/PathConstraintMixTimeline.hx @@ -55,7 +55,7 @@ class PathConstraintMixTimeline extends CurveTimeline { } /** Sets the time and color for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public function setFrame(frame:Int, time:Float, mixRotate:Float, mixX:Float, mixY:Float):Void { frame <<= 2; diff --git a/spine-haxe/spine-haxe/spine/animation/PathConstraintSpacingTimeline.hx b/spine-haxe/spine-haxe/spine/animation/PathConstraintSpacingTimeline.hx index 20f02b7a7..83c96aeed 100644 --- a/spine-haxe/spine-haxe/spine/animation/PathConstraintSpacingTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/PathConstraintSpacingTimeline.hx @@ -33,9 +33,9 @@ import spine.Event; import spine.PathConstraint; import spine.Skeleton; -/** Changes a path constraint's {@link PathConstraint#spacing}. */ +/** Changes a path constraint's PathConstraint#spacing. */ class PathConstraintSpacingTimeline extends CurveTimeline1 { - /** The index of the path constraint in {@link Skeleton#pathConstraints} that will be changed when this timeline is + /** The index of the path constraint in Skeleton#pathConstraints that will be changed when this timeline is * applied. */ public var constraintIndex:Int = 0; diff --git a/spine-haxe/spine-haxe/spine/animation/PhysicsConstraintResetTimeline.hx b/spine-haxe/spine-haxe/spine/animation/PhysicsConstraintResetTimeline.hx index 07aae8c8b..3af9bf493 100644 --- a/spine-haxe/spine-haxe/spine/animation/PhysicsConstraintResetTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/PhysicsConstraintResetTimeline.hx @@ -35,7 +35,7 @@ import spine.Skeleton; /** Resets a physics constraint when specific animation times are reached. */ class PhysicsConstraintResetTimeline extends Timeline { - /** The index of the physics constraint in {@link Skeleton#physicsConstraints} that will be reset when this timeline is + /** The index of the physics constraint in Skeleton#physicsConstraints that will be reset when this timeline is * applied, or -1 if all physics constraints in the skeleton will be reset. */ public var constraintIndex:Int = 0; @@ -51,12 +51,12 @@ class PhysicsConstraintResetTimeline extends Timeline { } /** Sets the time for the specified frame. - * @param frame Between 0 and frameCount, inclusive. */ + * @param frame Between 0 and frameCount, inclusive. */ public function setFrame(frame:Int, time:Float):Void { frames[frame] = time; } - /** Resets the physics constraint when frames > lastTime and <= time. */ + /** Resets the physics constraint when frames > lastTime and <= time. */ public override function apply(skeleton:Skeleton, lastTime:Float, time:Float, firedEvents:Array, alpha:Float, blend:MixBlend, direction:MixDirection):Void { var constraint:PhysicsConstraint = null; diff --git a/spine-haxe/spine-haxe/spine/animation/RGB2Timeline.hx b/spine-haxe/spine-haxe/spine/animation/RGB2Timeline.hx index 2427e2e2f..9942de649 100644 --- a/spine-haxe/spine-haxe/spine/animation/RGB2Timeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/RGB2Timeline.hx @@ -57,7 +57,7 @@ class RGB2Timeline extends CurveTimeline implements SlotTimeline { } /** Sets the time, light color, and dark color for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public function setFrame(frame:Int, time:Float, r:Float, g:Float, b:Float, r2:Float, g2:Float, b2:Float):Void { frame *= ENTRIES; diff --git a/spine-haxe/spine-haxe/spine/animation/RGBA2Timeline.hx b/spine-haxe/spine-haxe/spine/animation/RGBA2Timeline.hx index 783f36c6d..a75108be4 100644 --- a/spine-haxe/spine-haxe/spine/animation/RGBA2Timeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/RGBA2Timeline.hx @@ -62,7 +62,7 @@ class RGBA2Timeline extends CurveTimeline implements SlotTimeline { } /** Sets the time, light color, and dark color for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public function setFrame(frame:Int, time:Float, r:Float, g:Float, b:Float, a:Float, r2:Float, g2:Float, b2:Float):Void { frame <<= 3; diff --git a/spine-haxe/spine-haxe/spine/animation/RGBTimeline.hx b/spine-haxe/spine-haxe/spine/animation/RGBTimeline.hx index 3a7785f7a..31d6ebb22 100644 --- a/spine-haxe/spine-haxe/spine/animation/RGBTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/RGBTimeline.hx @@ -52,7 +52,7 @@ class RGBTimeline extends CurveTimeline implements SlotTimeline { } /** Sets the time and color for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public function setFrame(frame:Int, time:Float, r:Float, g:Float, b:Float):Void { frame <<= 2; diff --git a/spine-haxe/spine-haxe/spine/animation/SequenceTimeline.hx b/spine-haxe/spine-haxe/spine/animation/SequenceTimeline.hx index ede2cbb09..65bfc2484 100644 --- a/spine-haxe/spine-haxe/spine/animation/SequenceTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/SequenceTimeline.hx @@ -32,7 +32,7 @@ package spine.animation; import spine.attachments.VertexAttachment; import spine.attachments.Attachment; -/** Changes a slot's {@link Slot#getSequenceIndex()} for an attachment's {@link Sequence}. */ +/** Changes a slot's Slot#getSequenceIndex() for an attachment's Sequence. */ class SequenceTimeline extends Timeline implements SlotTimeline { static var ENTRIES = 3; static var MODE = 1; @@ -62,7 +62,7 @@ class SequenceTimeline extends Timeline implements SlotTimeline { } /** Sets the time, mode, index, and frame time for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time Seconds between frames. */ public function setFrame(frame:Int, time:Float, mode:SequenceMode, index:Int, delay:Float) { frame *= SequenceTimeline.ENTRIES; diff --git a/spine-haxe/spine-haxe/spine/animation/Timeline.hx b/spine-haxe/spine-haxe/spine/animation/Timeline.hx index 885375910..d1f3e74ca 100644 --- a/spine-haxe/spine-haxe/spine/animation/Timeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/Timeline.hx @@ -68,18 +68,18 @@ class Timeline { * skeleton components that the timeline may change. * @param lastTime The last time in seconds this timeline was applied. Timelines such as spine.animation.EventTimeline trigger only * at specific times rather than every frame. In that case, the timeline triggers everything between - * lastTime (exclusive) and time (inclusive). Pass -1 the first time an animation is + * lastTime (exclusive) and time (inclusive). Pass -1 the first time an animation is * applied to ensure frame 0 is triggered. * @param time The time in seconds that the skeleton is being posed for. Most timelines find the frame before and the frame * after this time and interpolate between the frame values. If beyond the last frame, the last frame will be * applied. * @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if the timeline * does not fire events. - * @param alpha 0 applies the current or setup value (depending on blend). 1 applies the timeline value. + * @param alpha 0 applies the current or setup value (depending on blend). 1 applies the timeline value. * Between 0 and 1 applies a value between the current or setup value and the timeline value. By adjusting - * alpha over time, an animation can be mixed in or out. alpha can also be useful to + * alpha over time, an animation can be mixed in or out. alpha can also be useful to * apply animations on top of each other (layering). - * @param blend Controls how mixing is applied when alpha < 1. + * @param blend Controls how mixing is applied when alpha < 1. * @param direction Indicates whether the timeline is mixing in or out. Used by timelines which perform instant transitions, * such as spine.animation.DrawOrderTimeline or spine.animation.AttachmentTimeline, and others such as spine.animation.ScaleTimeline. */ @@ -88,8 +88,8 @@ class Timeline { } /** Linear search using a stride of 1. - * @param time Must be >= the first value in frames. - * @return The index of the first value <= time. + * @param time Must be >= the first value in frames. + * @return The index of the first value <= time. */ public static function search1(frames:Array, time:Float):Int { var n:Int = frames.length; @@ -101,8 +101,8 @@ class Timeline { } /** Linear search using the specified stride. - * @param time Must be >= the first value in frames. - * @return The index of the first value <= time. + * @param time Must be >= the first value in frames. + * @return The index of the first value <= time. */ public static function search(values:Array, time:Float, step:Int):Int { var n:Int = values.length; diff --git a/spine-haxe/spine-haxe/spine/animation/TrackEntry.hx b/spine-haxe/spine-haxe/spine/animation/TrackEntry.hx index 9aaaacdfb..03f8e2d7f 100644 --- a/spine-haxe/spine-haxe/spine/animation/TrackEntry.hx +++ b/spine-haxe/spine-haxe/spine/animation/TrackEntry.hx @@ -33,14 +33,14 @@ import spine.animation.Listeners.EventListeners; import spine.Poolable; /** Stores settings and other state for the playback of an animation on an spine.animation.AnimationState track. - *

+ * * References to a track entry must not be kept after the AnimationStateListener.dispose(TrackEntry) event occurs. */ class TrackEntry implements Poolable { /** The animation to apply for this track entry. */ public var animation:Animation; /** The animation queued to start after this animation, or null if there is none. next makes up a doubly linked * list. - *

+ * * See spine.animation.AnimationState.clearNext(TrackEntry) to truncate the list. */ public var next:TrackEntry; /** The animation queued to play before this animation, or null. previous makes up a doubly linked list. */ @@ -58,7 +58,7 @@ class TrackEntry implements Poolable { public var onComplete:Listeners = new Listeners(); public var onEvent:EventListeners = new EventListeners(); /** The index of the track where this track entry is either current or queued. - *

+ * * See spine.animation.AnimationState.getCurrent(int). */ public var trackIndex:Int = 0; /** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its @@ -68,13 +68,13 @@ class TrackEntry implements Poolable { public var reverse:Bool = false; /** If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead * of being mixed out. - *

+ * * When mixing between animations that key the same property, if a lower track also keys that property then the value will * briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% * while the second animation mixes from 0% to 100%. Setting holdPrevious to true applies the first animation * at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which * keys the property, only when a higher track also keys the property. - *

+ * * Snapping will occur if holdPrevious is true and this animation does not key all the same properties as the * previous animation. */ public var holdPrevious:Bool = false; @@ -94,7 +94,7 @@ class TrackEntry implements Poolable { * 0, so draw order timelines are not applied while this animation is being mixed out. */ public var mixDrawOrderThreshold:Float = 0; /** Seconds when this animation starts, both initially and after looping. Defaults to 0. - *

+ * * When changing the animationStart time, it often makes sense to set TrackEntry.getAnimationLast() to the same * value to prevent timeline keys before the start time from triggering. */ public var animationStart:Float = 0; @@ -113,9 +113,9 @@ class TrackEntry implements Poolable { * delay is the time from the start of the previous animation to when this track entry will become the current * track entry (ie when the previous track entry TrackEntry.getTrackTime() >= this track entry's * delay). - *

+ * * TrackEntry.getTimeScale() affects the delay. - *

+ * * When passing delay <= 0 to spine.animation.AnimationState.addAnimation(int, Animation, boolean, float) this * delay is set using a mix duration from spine.animation.AnimationStateData. To change the TrackEntry.getMixDuration() * afterward, use TrackEntry.setMixDuration(float, float) so this delay is adjusted. */ @@ -131,27 +131,27 @@ class TrackEntry implements Poolable { * value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time * is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the * properties keyed by the animation are set to the setup pose and the track is cleared. - *

+ * * It may be desired to use spine.animation.AnimationState.addEmptyAnimation(int, float, float) rather than have the animation * abruptly cease being applied. */ public var trackEnd:Float = 0; /** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or * faster. Defaults to 1. - *

+ * * Values < 0 are not supported. To play an animation in reverse, use TrackEntry.getReverse(). - *

+ * * TrackEntry.getMixTime() is not affected by track entry time scale, so TrackEntry.getMixDuration() may need to be adjusted to * match the animation speed. - *

+ * * When using spine.animation.AnimationState.addAnimation(int, Animation, boolean, float) with a delay <= 0, the * TrackEntry.getDelay() is set using the mix duration from the spine.animation.AnimationStateData, assuming time scale to be 1. If * the time scale is not 1, the delay may need to be adjusted. - *

+ * * See AnimationState spine.animation.AnimationState.getTimeScale() for affecting all animations. */ public var timeScale:Float = 0; /** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults * to 1, which overwrites the skeleton's current pose with this animation. - *

+ * * Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to * use alpha on track 0 if the skeleton pose is from the last frame render. */ public var alpha:Float = 0; @@ -160,28 +160,28 @@ class TrackEntry implements Poolable { public var mixTime:Float = 0; /** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData * spine.animation.AnimationStateData.getMix(Animation, Animation) based on the animation before this animation (if any). - *

+ * * A mix duration of 0 still mixes out over one frame to provide the track entry being mixed out a chance to revert the * properties it was animating. A mix duration of 0 can be set at any time to end the mix on the next * spine.animation.AnimationState.update(float) update. - *

+ * * The mixDuration can be set manually rather than use the value from * spine.animation.AnimationStateData.getMix(Animation, Animation). In that case, the mixDuration can be set for a new * track entry only before spine.animation.AnimationState.update(float) is first called. - *

+ * * When using spine.animation.AnimationState.addAnimation(int, Animation, boolean, float) with a delay <= 0, the * TrackEntry.getDelay() is set using the mix duration from the spine.animation.AnimationStateData. If mixDuration is set - * afterward, the delay may need to be adjusted. For example:
- * entry.delay = entry.previous.getTrackComplete() - entry.mixDuration;
- * Alternatively, TrackEntry.setMixDuration(float, float) can be used to recompute the delay:
+ * afterward, the delay may need to be adjusted. For example:\n + * entry.delay = entry.previous.getTrackComplete() - entry.mixDuration;\n + * Alternatively, TrackEntry.setMixDuration(float, float) can be used to recompute the delay:\n * entry.setMixDuration(0.25f, 0); */ public var mixDuration:Float = 0; public var interruptAlpha:Float = 0; public var totalAlpha:Float = 0; /** Controls how properties keyed in the animation are mixed with lower tracks. Defaults to spine.animation.MixBlend.replace. - *

+ * * Track entries on track 0 ignore this setting and always use spine.animation.MixBlend.first. - *

+ * * The mixBlend can be set for a new track entry only before spine.animation.AnimationState.apply(Skeleton) is first * called. */ public var mixBlend:MixBlend = MixBlend.replace; @@ -190,7 +190,7 @@ class TrackEntry implements Poolable { public var timelinesRotation:Array = new Array(); /** If true, mixing rotation between tracks always uses the shortest rotation direction. If the rotation is animated, the * shortest rotation direction may change during the mix. - *

+ * * If false, the shortest rotation direction is remembered when the mix starts and the same direction is used for the rest * of the mix. Defaults to false. */ public var shortestRotation = false; @@ -204,7 +204,7 @@ class TrackEntry implements Poolable { /** Uses TrackEntry.getTrackTime() to compute the animationTime. When the trackTime is 0, the * animationTime is equal to the animationStart time. - *

+ * * The animationTime is between TrackEntry.getAnimationStart() and TrackEntry.getAnimationEnd(), except if this * track entry is non-looping and TrackEntry.getAnimationEnd() is >= to the animation spine.animation.Animation.duration, then * animationTime continues to increase past TrackEntry.getAnimationEnd(). */ @@ -233,7 +233,7 @@ class TrackEntry implements Poolable { } /** Returns true if this track entry has been applied at least once. - *

+ * * See spine.animation.AnimationState.apply(Skeleton). */ public function wasApplied() { return nextTrackLast != -1; @@ -264,7 +264,7 @@ class TrackEntry implements Poolable { /** Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the * long way around when using TrackEntry.getAlpha() and starting animations on other tracks. - *

+ * * Mixing with spine.animation.MixBlend.replace involves finding a rotation between two others, which has two possible solutions: * the short way or the long way around. The two rotations likely change over time, so which direction is the short or long * way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the diff --git a/spine-haxe/spine-haxe/spine/animation/TransformConstraintTimeline.hx b/spine-haxe/spine-haxe/spine/animation/TransformConstraintTimeline.hx index 5d52d4383..431dd6e56 100644 --- a/spine-haxe/spine-haxe/spine/animation/TransformConstraintTimeline.hx +++ b/spine-haxe/spine-haxe/spine/animation/TransformConstraintTimeline.hx @@ -60,7 +60,7 @@ class TransformConstraintTimeline extends CurveTimeline { } /** Sets the time, rotate mix, translate mix, scale mix, and shear mix for the specified frame. - * @param frame Between 0 and frameCount, inclusive. + * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public function setFrame(frame:Int, time:Float, mixRotate:Float, mixX:Float, mixY:Float, mixScaleX:Float, mixScaleY:Float, mixShearY:Float):Void { frame *= ENTRIES; diff --git a/spine-haxe/spine-haxe/spine/attachments/AtlasAttachmentLoader.hx b/spine-haxe/spine-haxe/spine/attachments/AtlasAttachmentLoader.hx index a5ae7bcf7..dea77c5cc 100644 --- a/spine-haxe/spine-haxe/spine/attachments/AtlasAttachmentLoader.hx +++ b/spine-haxe/spine-haxe/spine/attachments/AtlasAttachmentLoader.hx @@ -34,9 +34,8 @@ import spine.Skin; /** * The interface which can be implemented to customize creating and populating attachments. - *

- * See Loading skeleton data in the Spine - * Runtimes Guide. + * + * @see https://esotericsoftware.com/spine-loading-skeleton-data#AttachmentLoader Loading skeleton data in the Spine Runtimes Guide */ class AtlasAttachmentLoader implements AttachmentLoader { private var atlas:TextureAtlas; diff --git a/spine-haxe/spine-haxe/spine/attachments/AttachmentLoader.hx b/spine-haxe/spine-haxe/spine/attachments/AttachmentLoader.hx index aabc04a65..ed29c7ef1 100644 --- a/spine-haxe/spine-haxe/spine/attachments/AttachmentLoader.hx +++ b/spine-haxe/spine-haxe/spine/attachments/AttachmentLoader.hx @@ -32,9 +32,9 @@ package spine.attachments; import spine.Skin; /** The interface which can be implemented to customize creating and populating attachments. - *

- * See Loading skeleton data in the Spine - * Runtimes Guide. */ + * + * @see https://esotericsoftware.com/spine-loading-skeleton-data#AttachmentLoader Loading skeleton data in the Spine Runtimes Guide + */ interface AttachmentLoader { /** @return May be null to not load the attachment. */ function newRegionAttachment(skin:Skin, name:String, path:String, sequence:Sequence):RegionAttachment; diff --git a/spine-haxe/spine-haxe/spine/attachments/BoundingBoxAttachment.hx b/spine-haxe/spine-haxe/spine/attachments/BoundingBoxAttachment.hx index 388c34e15..42caa3fee 100644 --- a/spine-haxe/spine-haxe/spine/attachments/BoundingBoxAttachment.hx +++ b/spine-haxe/spine-haxe/spine/attachments/BoundingBoxAttachment.hx @@ -33,9 +33,10 @@ import spine.Color; /** An attachment with vertices that make up a polygon. Can be used for hit detection, creating physics bodies, spawning particle * effects, and more. - *

- * See {@link SkeletonBounds} and Bounding Boxes in the Spine User - * Guide. */ + * + * @see SkeletonBounds + * @see https://esotericsoftware.com/spine-bounding-boxes Bounding Boxes in the Spine User Guide + */ class BoundingBoxAttachment extends VertexAttachment { /** The color of the bounding box as it was in Spine, or a default color if nonessential data was not exported. Bounding boxes * are not usually rendered at runtime. */ diff --git a/spine-haxe/spine-haxe/spine/attachments/MeshAttachment.hx b/spine-haxe/spine-haxe/spine/attachments/MeshAttachment.hx index d6e5e50b4..a57dc7978 100644 --- a/spine-haxe/spine-haxe/spine/attachments/MeshAttachment.hx +++ b/spine-haxe/spine-haxe/spine/attachments/MeshAttachment.hx @@ -35,15 +35,15 @@ import spine.atlas.TextureAtlasPage; /** An attachment that displays a textured mesh. A mesh has hull vertices and internal vertices within the hull. Holes are not * supported. Each vertex has UVs (texture coordinates) and triangles are used to map an image on to the mesh. - *

- * See Mesh attachments in the Spine User Guide. */ + * + * @see https://esotericsoftware.com/spine-meshes Mesh attachments in the Spine User Guide */ class MeshAttachment extends VertexAttachment implements HasTextureRegion { public var region:TextureRegion; public var path:String; /** The UV pair for each vertex, normalized within the texture region. */ public var regionUVs = new Array(); /** The UV pair for each vertex, normalized within the entire texture. - * See {@link #updateRegion()}. */ + * See #updateRegion(). */ public var uvs = new Array(); /** Triplets of vertex indices which describe the mesh's triangulation. */ public var triangles = new Array(); @@ -52,7 +52,7 @@ class MeshAttachment extends VertexAttachment implements HasTextureRegion { public var width:Float = 0; /** The height of the mesh's image, or zero if nonessential data was not exported. */ public var height:Float = 0; - /** The number of entries at the beginning of {@link #vertices} that make up the mesh hull. */ + /** The number of entries at the beginning of #vertices that make up the mesh hull. */ public var hullLength:Int = 0; /** Vertex index pairs describing edges for controlling triangulation, or null if nonessential data was not exported. Mesh * triangles will never cross edges. Triangulation is not performed at runtime. */ @@ -60,9 +60,9 @@ class MeshAttachment extends VertexAttachment implements HasTextureRegion { public var rendererObject:Dynamic; public var sequence:Sequence; - /** The parent mesh if this is a linked mesh, else null. A linked mesh shares the {@link #bones}, {@link #vertices}, - * {@link #regionUVs}, {@link #triangles}, {@link #hullLength}, {@link #edges}, {@link #width}, and {@link #height} with the - * parent mesh, but may have a different {@link #name} or {@link #path} (and therefore a different texture). */ + /** The parent mesh if this is a linked mesh, else null. A linked mesh shares the #bones, #vertices, + * #regionUVs, #triangles, #hullLength, #edges, #width, and #height with the + * parent mesh, but may have a different #name or #path (and therefore a different texture). */ private var _parentMesh:MeshAttachment; /** Copy constructor. Use newLinkedMesh() if the other mesh is a linked mesh. */ diff --git a/spine-haxe/spine-haxe/spine/attachments/PathAttachment.hx b/spine-haxe/spine-haxe/spine/attachments/PathAttachment.hx index c1be9c61d..1fea789e5 100644 --- a/spine-haxe/spine-haxe/spine/attachments/PathAttachment.hx +++ b/spine-haxe/spine-haxe/spine/attachments/PathAttachment.hx @@ -32,8 +32,10 @@ package spine.attachments; import spine.Color; /** An attachment whose vertices make up a composite Bezier curve. - *

- * See {@link PathConstraint} and Paths in the Spine User Guide. */ + * + * @see PathConstraint + * @see https://esotericsoftware.com/spine-paths Paths in the Spine User Guide + */ class PathAttachment extends VertexAttachment { /** The lengths along the path in the setup pose from the start of the path to the end of each Bezier curve. */ public var lengths:Array; diff --git a/spine-haxe/spine-haxe/spine/attachments/PointAttachment.hx b/spine-haxe/spine-haxe/spine/attachments/PointAttachment.hx index 6f0730abd..4ff4a09d8 100644 --- a/spine-haxe/spine-haxe/spine/attachments/PointAttachment.hx +++ b/spine-haxe/spine-haxe/spine/attachments/PointAttachment.hx @@ -36,8 +36,8 @@ import spine.MathUtils; /** An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be * used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a * skin. - *

- * See Point Attachments in the Spine User Guide. */ + * + * @see https://esotericsoftware.com/spine-points Point Attachments in the Spine User Guide */ class PointAttachment extends VertexAttachment { public var x:Float = 0; public var y:Float = 0; diff --git a/spine-haxe/spine-haxe/spine/attachments/RegionAttachment.hx b/spine-haxe/spine-haxe/spine/attachments/RegionAttachment.hx index 037c38f04..4a6d0b961 100644 --- a/spine-haxe/spine-haxe/spine/attachments/RegionAttachment.hx +++ b/spine-haxe/spine-haxe/spine/attachments/RegionAttachment.hx @@ -32,8 +32,9 @@ package spine.attachments; import spine.Color; /** An attachment that displays a textured quadrilateral. - *

- * See Region attachments in the Spine User Guide. */ + * + * @see https://esotericsoftware.com/spine-regions Region attachments in the Spine User Guide + */ class RegionAttachment extends Attachment implements HasTextureRegion { public static inline var BLX:Int = 0; public static inline var BLY:Int = 1; @@ -64,7 +65,7 @@ class RegionAttachment extends Attachment implements HasTextureRegion { public var region:TextureRegion; public var sequence:Sequence; - /** For each of the 4 vertices, a pair of x,y values that is the local position of the vertex. + /** For each of the 4 vertices, a pair of x,y values that is the local position of the vertex. * * See RegionAttachment.updateRegion(). */ private var offsets:Array = new Array(); @@ -148,11 +149,10 @@ class RegionAttachment extends Attachment implements HasTextureRegion { /** Transforms the attachment's four vertices to world coordinates. If the attachment has a RegionAttachment.sequence, the region may * be changed. * - * See World transforms in the Spine - * Runtimes Guide. - * @param worldVertices The output world vertices. Must have a length >= offset + 8. - * @param offset The worldVertices index to begin writing values. - * @param stride The number of worldVertices entries between the value pairs written. */ + * @see https://esotericsoftware.com/spine-runtime-skeletons#World-transforms World transforms in the Spine Runtimes Guide + * @param worldVertices The output world vertices. Must have a length >= offset + 8. + * @param offset The worldVertices index to begin writing values. + * @param stride The number of worldVertices entries between the value pairs written. */ public function computeWorldVertices(slot:Slot, worldVertices:Array, offset:Int, stride:Int):Void { if (sequence != null) sequence.apply(slot, this); diff --git a/spine-haxe/spine-haxe/spine/attachments/VertexAttachment.hx b/spine-haxe/spine-haxe/spine/attachments/VertexAttachment.hx index 647ba86aa..958c045f0 100644 --- a/spine-haxe/spine-haxe/spine/attachments/VertexAttachment.hx +++ b/spine-haxe/spine-haxe/spine/attachments/VertexAttachment.hx @@ -62,9 +62,8 @@ class VertexAttachment extends Attachment { /** Transforms the attachment's local vertices to world coordinates. If the slot's spine.Slot.deform is * not empty, it is used to deform the vertices. - *

- * See World transforms in the Spine - * Runtimes Guide. + * + * @see https://esotericsoftware.com/spine-runtime-skeletons#World-transforms World transforms in the Spine Runtimes Guide * @param start The index of the first vertices value to transform. Each vertex has 2 values, x and y. * @param count The number of world vertex values to output. Must be <= worldVerticesLength - `start`. * @param worldVertices The output world vertices. Must have a length >= `offset` + `count` *