// 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(SpinePathConstraintPositionTimeline) @objcMembers public final class PathConstraintPositionTimeline: ConstraintTimeline1 { internal let wrappee: spine_path_constraint_position_timeline internal init(_ wrappee: spine_path_constraint_position_timeline) { self.wrappee = wrappee super.init(wrappee) } public convenience init(frameCount: size_t, bezierCount: size_t, constraintIndex: Int32) { let ptr = spine_path_constraint_position_timeline_create(frameCount, bezierCount, constraintIndex) self.init(ptr) } public func getRtti() -> Rtti { let result = spine_path_constraint_position_timeline_get_rtti(wrappee) return Rtti(result) } public func apply(skeleton: Skeleton, lastTime: Float, time: Float, events: ArrayEvent, alpha: Float, blend: MixBlend, direction: MixDirection, appliedPose: Bool) { spine_path_constraint_position_timeline_apply(wrappee, skeleton.wrappee, lastTime, time, events, alpha, blend, direction, appliedPose ? 1 : 0) } public func getConstraintIndex() -> Int32 { return spine_path_constraint_position_timeline_get_constraint_index(wrappee) } public func setConstraintIndex(inValue: Int32) { spine_path_constraint_position_timeline_set_constraint_index(wrappee, inValue) } public func setFrame(frame: size_t, time: Float, value: Float) { spine_path_constraint_position_timeline_set_frame(wrappee, frame, time, value) } public func getCurveValue(time: Float) -> Float { return spine_path_constraint_position_timeline_get_curve_value(wrappee, time) } public func getRelativeValue(time: Float, alpha: Float, blend: MixBlend, current: Float, setup: Float) -> Float { return spine_path_constraint_position_timeline_get_relative_value(wrappee, time, alpha, blend, current, setup) } public func getAbsoluteValue(time: Float, alpha: Float, blend: MixBlend, current: Float, setup: Float) -> Float { return spine_path_constraint_position_timeline_get_absolute_value_1(wrappee, time, alpha, blend, current, setup) } public func getAbsoluteValue(time: Float, alpha: Float, blend: MixBlend, current: Float, setup: Float, value: Float) -> Float { return spine_path_constraint_position_timeline_get_absolute_value_2(wrappee, time, alpha, blend, current, setup, value) } public func getScaleValue(time: Float, alpha: Float, blend: MixBlend, direction: MixDirection, current: Float, setup: Float) -> Float { return spine_path_constraint_position_timeline_get_scale_value(wrappee, time, alpha, blend, direction, current, setup) } public func setLinear(frame: size_t) { spine_path_constraint_position_timeline_set_linear(wrappee, frame) } public func setStepped(frame: size_t) { spine_path_constraint_position_timeline_set_stepped(wrappee, frame) } public func setBezier(bezier: size_t, frame: size_t, value: Float, time1: Float, value1: Float, cx1: Float, cy1: Float, cx2: Float, cy2: Float, time2: Float, value2: Float) { spine_path_constraint_position_timeline_set_bezier(wrappee, bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) } public func getBezierValue(time: Float, frame: size_t, valueOffset: size_t, i: size_t) -> Float { return spine_path_constraint_position_timeline_get_bezier_value(wrappee, time, frame, valueOffset, i) } public func getCurves() -> ArrayFloat { return spine_path_constraint_position_timeline_get_curves(wrappee) } public func getFrameEntries() -> size_t { return spine_path_constraint_position_timeline_get_frame_entries(wrappee) } public func getFrameCount() -> size_t { return spine_path_constraint_position_timeline_get_frame_count(wrappee) } public func getFrames() -> ArrayFloat { return spine_path_constraint_position_timeline_get_frames(wrappee) } public func getDuration() -> Float { return spine_path_constraint_position_timeline_get_duration(wrappee) } public func getPropertyIds() -> ArrayPropertyId { return spine_path_constraint_position_timeline_get_property_ids(wrappee) } public func rtti() -> Rtti { let result = spine_path_constraint_position_timeline_rtti(wrappee) return Rtti(result) } deinit { spine_path_constraint_position_timeline_dispose(wrappee) } }