// 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. // import Foundation @objc(SpineAnimation) @objcMembers public final class Animation: NSObject { internal let wrappee: spine_animation internal init(_ wrappee: spine_animation) { self.wrappee = wrappee super.init() } public override func isEqual(_ object: Any?) -> Bool { guard let other = object as? Animation else { return false } return self.wrappee == other.wrappee } public override var hash: Int { var hasher = Hasher() hasher.combine(self.wrappee) return hasher.finalize() } public convenience init(name: String?, timelines: ArrayTimeline, duration: Float) { let ptr = spine_animation_create(name, timelines, duration) self.init(ptr) } public func getTimelines() -> ArrayTimeline { return spine_animation_get_timelines(wrappee) } public func setTimelines(timelines: ArrayTimeline) { spine_animation_set_timelines(wrappee, timelines) } public func hasTimeline(ids: ArrayPropertyId) -> Bool { return spine_animation_has_timeline(wrappee, ids) != 0 } public func getDuration() -> Float { return spine_animation_get_duration(wrappee) } public func setDuration(inValue: Float) { spine_animation_set_duration(wrappee, inValue) } public func apply(skeleton: Skeleton, lastTime: Float, time: Float, loop: Bool, events: ArrayEvent, alpha: Float, blend: MixBlend, direction: MixDirection, appliedPose: Bool) { spine_animation_apply(wrappee, skeleton.wrappee, lastTime, time, loop ? 1 : 0, events, alpha, blend, direction, appliedPose ? 1 : 0) } public func getName() -> String? { let result = spine_animation_get_name(wrappee) return result != nil ? String(cString: result!) : nil } public func getBones() -> ArrayInt { return spine_animation_get_bones(wrappee) } public func search(values: ArrayFloat, target: Float) -> Int32 { return spine_animation_search_1(wrappee, values, target) } public func search(values: ArrayFloat, target: Float, step: Int32) -> Int32 { return spine_animation_search_2(wrappee, values, target, step) } deinit { spine_animation_dispose(wrappee) } }