// 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(SpineAnimationState) @objcMembers public final class AnimationState: NSObject { internal let wrappee: spine_animation_state internal init(_ wrappee: spine_animation_state) { self.wrappee = wrappee super.init() } public override func isEqual(_ object: Any?) -> Bool { guard let other = object as? AnimationState 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(data: AnimationStateData) { let ptr = spine_animation_state_create(data.wrappee) self.init(ptr) } public func update(delta: Float) { spine_animation_state_update(wrappee, delta) } public func apply(skeleton: Skeleton) -> Bool { return spine_animation_state_apply(wrappee, skeleton.wrappee) != 0 } public func clearTracks() { spine_animation_state_clear_tracks(wrappee) } public func clearTrack(trackIndex: size_t) { spine_animation_state_clear_track(wrappee, trackIndex) } public func setAnimation(trackIndex: size_t, animationName: String?, loop: Bool) -> TrackEntry { let result = spine_animation_state_set_animation_1(wrappee, trackIndex, animationName?.cString(using: .utf8), loop ? 1 : 0) return TrackEntry(result) } public func setAnimation(trackIndex: size_t, animation: Animation, loop: Bool) -> TrackEntry { let result = spine_animation_state_set_animation_2(wrappee, trackIndex, animation.wrappee, loop ? 1 : 0) return TrackEntry(result) } public func addAnimation(trackIndex: size_t, animationName: String?, loop: Bool, delay: Float) -> TrackEntry { let result = spine_animation_state_add_animation_1(wrappee, trackIndex, animationName?.cString(using: .utf8), loop ? 1 : 0, delay) return TrackEntry(result) } public func addAnimation(trackIndex: size_t, animation: Animation, loop: Bool, delay: Float) -> TrackEntry { let result = spine_animation_state_add_animation_2(wrappee, trackIndex, animation.wrappee, loop ? 1 : 0, delay) return TrackEntry(result) } public func setEmptyAnimation(trackIndex: size_t, mixDuration: Float) -> TrackEntry { let result = spine_animation_state_set_empty_animation(wrappee, trackIndex, mixDuration) return TrackEntry(result) } public func addEmptyAnimation(trackIndex: size_t, mixDuration: Float, delay: Float) -> TrackEntry { let result = spine_animation_state_add_empty_animation(wrappee, trackIndex, mixDuration, delay) return TrackEntry(result) } public func setEmptyAnimations(mixDuration: Float) { spine_animation_state_set_empty_animations(wrappee, mixDuration) } public func getCurrent(trackIndex: size_t) -> TrackEntry { let result = spine_animation_state_get_current(wrappee, trackIndex) return TrackEntry(result) } public func getData() -> AnimationStateData { let result = spine_animation_state_get_data(wrappee) return AnimationStateData(result) } public func getTracks() -> ArrayTrackEntry { return spine_animation_state_get_tracks(wrappee) } public func getTimeScale() -> Float { return spine_animation_state_get_time_scale(wrappee) } public func setTimeScale(inValue: Float) { spine_animation_state_set_time_scale(wrappee, inValue) } public func disableQueue() { spine_animation_state_disable_queue(wrappee) } public func enableQueue() { spine_animation_state_enable_queue(wrappee) } public func setManualTrackEntryDisposal(inValue: Bool) { spine_animation_state_set_manual_track_entry_disposal(wrappee, inValue ? 1 : 0) } public func getManualTrackEntryDisposal() -> Bool { return spine_animation_state_get_manual_track_entry_disposal(wrappee) != 0 } public func disposeTrackEntry(entry: TrackEntry) { spine_animation_state_dispose_track_entry(wrappee, entry.wrappee) } public func getRendererObject() -> OpaquePointer? { return spine_animation_state_get_renderer_object(wrappee) } deinit { spine_animation_state_dispose(wrappee) } }