// // Spine Runtimes License Agreement // Last updated April 5, 2025. Replaces all prior versions. // // Copyright (c) 2013-2025, Esoteric Software LLC // // Integration of the Spine Runtimes into software or otherwise creating // derivative works of the Spine Runtimes is permitted under the terms and // conditions of Section 2 of the Spine Editor License Agreement: // http://esotericsoftware.com/spine-editor-license // // Otherwise, it is permitted to integrate the Spine Runtimes into software // or otherwise create derivative works of the Spine Runtimes (collectively, // "Products"), provided that each user of the Products must obtain their own // Spine Editor license and redistribution of the Products in any form must // include this license and copyright notice. // // THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY // DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, // BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 // THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // AUTO GENERATED FILE, DO NOT EDIT. import Foundation import SpineC /// State for the playback of an animation @objc(SpineTrackEntry) @objcMembers public class TrackEntry: NSObject { public let _ptr: UnsafeMutableRawPointer public init(fromPointer ptr: spine_track_entry) { self._ptr = UnsafeMutableRawPointer(ptr) super.init() } public override convenience init() { let ptr = spine_track_entry_create() self.init(fromPointer: ptr!) } /// The index of the track where this entry is either current or queued. public var trackIndex: Int32 { let result = spine_track_entry_get_track_index(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } /// The animation to apply for this track entry. public var animation: Animation { get { let result = spine_track_entry_get_animation(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return Animation(fromPointer: result!) } set { spine_track_entry_set_animation( _ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue._ptr.assumingMemoryBound(to: spine_animation_wrapper.self)) } } public var previous: TrackEntry? { let result = spine_track_entry_get_previous(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result.map { TrackEntry(fromPointer: $0) } } /// If true, the animation will repeat. If false, it will not, instead its last frame is applied /// if played beyond its duration. public var loop: Bool { get { let result = spine_track_entry_get_loop(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_loop(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// 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 { get { let result = spine_track_entry_get_hold_previous(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_hold_previous(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } public var reverse: Bool { get { let result = spine_track_entry_get_reverse(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_reverse(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } public var shortestRotation: Bool { get { let result = spine_track_entry_get_shortest_rotation(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_shortest_rotation(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// Seconds to postpone playing the animation. Must be >= 0. When this track entry is the /// current track entry, delay postpones incrementing the getTrackTime(). When this track entry /// is queued, 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 getTrackTime() /// >= this track entry's delay). /// /// getTimeScale() affects the delay. /// /// When passing delay < = 0 to AnimationState::addAnimation(int, Animation, bool, float) this /// delay is set using a mix duration from AnimationStateData. To change the getMixDuration() /// afterward, use setMixDuration(float, float) so this delay is adjusted. public var delay: Float { get { let result = spine_track_entry_get_delay(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_delay(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// Current time in seconds this track entry has been the current track entry. The track time /// determines getAnimationTime(). The track time can be set to start the animation at a time /// other than 0, without affecting looping. public var trackTime: Float { get { let result = spine_track_entry_get_track_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_track_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// The track time in seconds when this animation will be removed from the track. Defaults to /// the highest possible float 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 AnimationState::addEmptyAnimation(int, float, float) rather than /// have the animation abruptly cease being applied. public var trackEnd: Float { get { let result = spine_track_entry_get_track_end(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_track_end(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// Seconds when this animation starts, both initially and after looping. Defaults to 0. /// /// When changing the animation start time, it often makes sense to set TrackEntry.AnimationLast /// to the same value to prevent timeline keys before the start time from triggering. public var animationStart: Float { get { let result = spine_track_entry_get_animation_start(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_animation_start(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// Seconds for the last frame of this animation. Non-looping animations won't play past this /// time. Looping animations will loop back to TrackEntry.AnimationStart at this time. Defaults /// to the animation duration. public var animationEnd: Float { get { let result = spine_track_entry_get_animation_end(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_animation_end(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// The time in seconds this animation was last applied. Some timelines use this for one-time /// triggers. Eg, when this animation is applied, event timelines will fire all events between /// the animation last time (exclusive) and animation time (inclusive). Defaults to -1 to ensure /// triggers on frame 0 happen the first time this animation is applied. public var animationLast: Float { get { let result = spine_track_entry_get_animation_last(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_animation_last(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// Uses getTrackTime() to compute the animationTime. When the trackTime is 0, the animationTime /// is equal to the animationStart time. /// /// The animationTime is between getAnimationStart() and getAnimationEnd(), except if this track /// entry is non-looping and getAnimationEnd() is >= to the animation duration, then /// animationTime continues to increase past getAnimationEnd(). public var animationTime: Float { let result = spine_track_entry_get_animation_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } /// 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 getReverse(). /// /// getMixTime() is not affected by track entry time scale, so getMixDuration() may need to be /// adjusted to match the animation speed. /// /// When using AnimationState::addAnimation(int, Animation, bool, float) with a delay < = 0, the /// getDelay() is set using the mix duration from the AnimationStateData, assuming time scale to /// be 1. If the time scale is not 1, the delay may need to be adjusted. /// /// See AnimationState getTimeScale() for affecting all animations. public var timeScale: Float { get { let result = spine_track_entry_get_time_scale(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_time_scale(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which /// overwrites the last skeleton pose with this animation. /// /// Typically track 0 is used to completely pose the skeleton, then alpha can be 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 { get { let result = spine_track_entry_get_alpha(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_alpha(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// When the mix percentage (mix time / mix duration) is less than the event threshold, event /// timelines for the animation being mixed out will be applied. Defaults to 0, so event /// timelines are not applied for an animation being mixed out. public var eventThreshold: Float { get { let result = spine_track_entry_get_event_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_event_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// When the mix percentage (mix time / mix duration) is less than the attachment threshold, /// attachment timelines for the animation being mixed out will be applied. Defaults to 0, so /// attachment timelines are not applied for an animation being mixed out. public var mixAttachmentThreshold: Float { get { let result = spine_track_entry_get_mix_attachment_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_mix_attachment_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// When getAlpha() is greater than alphaAttachmentThreshold, attachment timelines are applied. /// Defaults to 0, so attachment timelines are always applied. public var alphaAttachmentThreshold: Float { get { let result = spine_track_entry_get_alpha_attachment_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_alpha_attachment_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// When the mix percentage (mix time / mix duration) is less than the draw order threshold, /// draw order timelines for the animation being mixed out will be applied. Defaults to 0, so /// draw order timelines are not applied for an animation being mixed out. public var mixDrawOrderThreshold: Float { get { let result = spine_track_entry_get_mix_draw_order_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_mix_draw_order_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// The animation queued to start after this animation, or NULL. public var next: TrackEntry? { let result = spine_track_entry_get_next(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result.map { TrackEntry(fromPointer: $0) } } /// Returns true if at least one loop has been completed. public var isComplete: Bool { let result = spine_track_entry_is_complete(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } /// Seconds from 0 to the mix duration when mixing from the previous animation to this /// animation. May be slightly more than TrackEntry.MixDuration when the mix is complete. public var mixTime: Float { get { let result = spine_track_entry_get_mix_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } set { spine_track_entry_set_mix_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// Seconds for mixing from the previous animation to this animation. Defaults to the value /// provided by AnimationStateData based on the animation before this animation (if any). /// /// The mix duration can be set manually rather than use the value from /// AnimationStateData.GetMix. In that case, the mixDuration must be set before /// AnimationState.update(float) is next called. /// /// When using AnimationState::addAnimation(int, Animation, bool, float) with a delay less than /// or equal to 0, note the Delay is set using the mix duration from the AnimationStateData public var mixDuration: Float { let result = spine_track_entry_get_mix_duration(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } public var mixBlend: MixBlend { get { let result = spine_track_entry_get_mix_blend(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return MixBlend(rawValue: Int32(result.rawValue))! } set { spine_track_entry_set_mix_blend( _ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), spine_mix_blend(rawValue: UInt32(newValue.rawValue))) } } /// The track entry for the previous animation when mixing from the previous animation to this /// animation, or NULL if no mixing is currently occuring. When mixing from multiple animations, /// MixingFrom makes up a double linked list with MixingTo. public var mixingFrom: TrackEntry? { let result = spine_track_entry_get_mixing_from(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result.map { TrackEntry(fromPointer: $0) } } /// The track entry for the next animation when mixing from this animation, or NULL if no mixing /// is currently occuring. When mixing from multiple animations, MixingTo makes up a double /// linked list with MixingFrom. public var mixingTo: TrackEntry? { let result = spine_track_entry_get_mixing_to(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result.map { TrackEntry(fromPointer: $0) } } public var trackComplete: Float { let result = spine_track_entry_get_track_complete(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } /// Returns true if this entry is for the empty animation. public var isEmptyAnimation: Bool { let result = spine_track_entry_is_empty_animation(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } /// Returns true if this track entry has been applied at least once. /// /// See AnimationState::apply(Skeleton). public var wasApplied: Bool { let result = spine_track_entry_was_applied(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } /// Returns true if there is a getNext() track entry that is ready to become the current track /// entry during the next AnimationState::update(float)} public var isNextReady: Bool { let result = spine_track_entry_is_next_ready(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } /// The AnimationState this track entry belongs to. May be NULL if TrackEntry is directly /// instantiated. public var animationState: AnimationState? { get { let result = spine_track_entry_get_animation_state(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result.map { AnimationState(fromPointer: $0) } } set { spine_track_entry_set_animation_state( _ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue?._ptr.assumingMemoryBound(to: spine_animation_state_wrapper.self)) } } public var rendererObject: UnsafeMutableRawPointer? { let result = spine_track_entry_get_renderer_object(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) return result } public var setMixDuration: Float { get { fatalError("Setter-only property") } set(newValue) { spine_track_entry_set_mix_duration_1(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue) } } /// 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 alpha and starting animations on /// other tracks. /// /// Mixing 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 long way. TrackEntry chooses the /// short way the first time it is applied and remembers that direction. public func resetRotationDirections() { spine_track_entry_reset_rotation_directions(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) } /// Sets both getMixDuration() and getDelay(). /// /// - Parameter delay: If > 0, sets TrackEntry::getDelay(). If < = 0, the delay set is the duration of the previous track entry minus the specified mix duration plus the specified delay (ie the mix ends at (delay = 0) or before (delay < 0) the previous track entry duration). If the previous entry is looping, its next loop completion is used instead of its duration. public func setMixDuration2(_ mixDuration: Float, _ delay: Float) { spine_track_entry_set_mix_duration_2(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), mixDuration, delay) } public func dispose() { spine_track_entry_dispose(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self)) } }