/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef Spine_DrawOrderTimeline_h #define Spine_DrawOrderTimeline_h #include namespace Spine { class DrawOrderTimeline : public Timeline { SPINE_RTTI_DECL; virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector& events, float alpha, MixPose pose, MixDirection direction); virtual int getPropertyId(); // internal float[] frames; // private int[][] drawOrders; // // public float[] Frames { return frames; } set { frames = inValue; } // time, ... // public int[][] DrawOrders { return drawOrders; } set { drawOrders = inValue; } // public int FrameCount { return frames.Length; } // // public int PropertyId { // get { return ((int)TimelineType.DrawOrder << 24); } // } // // public DrawOrderTimeline (int frameCount) { // frames = new float[frameCount]; // drawOrders = new int[frameCount][]; // } // // /// Sets the time and value of the specified keyframe. // /// May be NULL to use bind pose draw order. // public void SetFrame (int frameIndex, float time, int[] drawOrder) { // frames[frameIndex] = time; // drawOrders[frameIndex] = drawOrder; // } // // public void Apply (Skeleton skeleton, float lastTime, float time, Vector firedEvents, float alpha, MixPose pose, MixDirection direction) { // Vector drawOrder = skeleton.drawOrder; // Vector slots = skeleton.slots; // if (direction == MixDirection_Out && pose == MixPose_Setup) { // Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count); // return; // } // // float[] frames = _frames; // if (time < frames[0]) { // if (pose == MixPose_Setup) Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count); // return; // } // // int frame; // if (time >= frames[frames.Length - 1]) // Time is after last frame. // frame = frames.Length - 1; // else // frame = Animation::binarySearch(frames, time) - 1; // // int[] drawOrderToSetupIndex = drawOrders[frame]; // if (drawOrderToSetupIndex == NULL) { // drawOrder.Clear(); // for (int i = 0, n = slots.Count; i < n; i++) // drawOrder.Add(slots.Items[i]); // } else { // var drawOrderItems = drawOrder.Items; // var slotsItems = slots.Items; // for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++) // drawOrderItems[i] = slotsItems[drawOrderToSetupIndex[i]]; // } // } }; } #endif /* Spine_DrawOrderTimeline_h */