/****************************************************************************** * 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. *****************************************************************************/ #ifndef Spine_Animation_h #define Spine_Animation_h #include #include #include #include #include #include #include namespace spine { class Timeline; class BoneTimeline; class Skeleton; class Event; class AnimationState; /// Stores a list of timelines to animate a skeleton's pose over time. class SP_API Animation : public SpineObject { friend class AnimationState; friend class TrackEntry; friend class AnimationStateData; friend class AttachmentTimeline; friend class RGBATimeline; friend class RGBTimeline; friend class AlphaTimeline; friend class RGBA2Timeline; friend class RGB2Timeline; friend class DeformTimeline; friend class DrawOrderTimeline; friend class EventTimeline; friend class IkConstraintTimeline; friend class PathConstraintMixTimeline; friend class PathConstraintPositionTimeline; friend class PathConstraintSpacingTimeline; friend class RotateTimeline; friend class ScaleTimeline; friend class ShearTimeline; friend class TransformConstraintTimeline; friend class TranslateTimeline; friend class TranslateXTimeline; friend class TranslateYTimeline; friend class TwoColorTimeline; friend class Slider; public: Animation(const String &name, Array &timelines, float duration); ~Animation(); /// If the returned array or the timelines it contains are modified, setTimelines() must be called. Array &getTimelines(); void setTimelines(Array &timelines); /// Returns true if this animation contains a timeline with any of the specified property IDs. bool hasTimeline(Array &ids); /// The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is /// used to know when it has completed and when it should loop back to the start. float getDuration(); void setDuration(float inValue); /// Applies the animation's timelines to the specified skeleton. /// /// See Timeline::apply(). /// @param skeleton The skeleton the animation is being applied to. This provides access to the bones, slots, and other skeleton /// components the timelines may change. /// @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at specific times rather /// than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered. /// @param time The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after /// this time and interpolate between the frame values. If beyond the getDuration() and loop is /// true then the animation will repeat, else the last frame will be applied. /// @param loop If true, the animation repeats after the getDuration(). /// @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if no timelines /// fire events. /// @param alpha 0 applies the current or setup values (depending on blend). 1 applies the timeline values. Between /// 0 and 1 applies values between the current or setup values and the timeline values. By adjusting /// alpha over time, an animation can be mixed in or out. alpha can also be useful to apply /// animations on top of each other (layering). /// @param blend Controls how mixing is applied when alpha < 1. /// @param direction Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions, /// such as DrawOrderTimeline or AttachmentTimeline. void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Array *events, float alpha, MixBlend blend, MixDirection direction, bool appliedPose); /// The animation's name, which is unique across all animations in the skeleton. const String &getName(); /// The bone indices affected by this animation. const Array &getBones(); /// @param target After the first and before the last entry. static int search(Array &values, float target); static int search(Array &values, float target, int step); protected: Array _timelines; HashMap _timelineIds; Array _bones; float _duration; String _name; }; } #endif /* Spine_Animation_h */