#include "rotate_timeline.h" #include using namespace spine; spine_rotate_timeline spine_rotate_timeline_create(size_t frameCount, size_t bezierCount, int boneIndex) { return (spine_rotate_timeline) new (__FILE__, __LINE__) RotateTimeline(frameCount, bezierCount, boneIndex); } void spine_rotate_timeline_dispose(spine_rotate_timeline self) { delete (RotateTimeline*)self; } spine_rtti spine_rotate_timeline_get_rtti(spine_rotate_timeline self) { return (spine_rtti)&((RotateTimeline*)self)->getRTTI(); } void spine_rotate_timeline_apply(spine_rotate_timeline self, spine_skeleton skeleton, float lastTime, float time, spine_array_event pEvents, float alpha, spine_mix_blend blend, spine_mix_direction direction, bool appliedPose) { ((BoneTimeline1*)(RotateTimeline*)self)->apply(*((Skeleton*)skeleton), lastTime, time, (Array *)pEvents, alpha, (MixBlend)blend, (MixDirection)direction, appliedPose); } void spine_rotate_timeline_set_frame(spine_rotate_timeline self, size_t frame, float time, float value) { ((BoneTimeline1*)(RotateTimeline*)self)->setFrame(frame, time, value); } float spine_rotate_timeline_get_curve_value(spine_rotate_timeline self, float time) { return ((BoneTimeline1*)(RotateTimeline*)self)->getCurveValue(time); } float spine_rotate_timeline_get_relative_value(spine_rotate_timeline self, float time, float alpha, spine_mix_blend blend, float current, float setup) { return ((BoneTimeline1*)(RotateTimeline*)self)->getRelativeValue(time, alpha, (MixBlend)blend, current, setup); } float spine_rotate_timeline_get_absolute_value_1(spine_rotate_timeline self, float time, float alpha, spine_mix_blend blend, float current, float setup) { return ((BoneTimeline1*)(RotateTimeline*)self)->getAbsoluteValue(time, alpha, (MixBlend)blend, current, setup); } float spine_rotate_timeline_get_absolute_value_2(spine_rotate_timeline self, float time, float alpha, spine_mix_blend blend, float current, float setup, float value) { return ((BoneTimeline1*)(RotateTimeline*)self)->getAbsoluteValue(time, alpha, (MixBlend)blend, current, setup, value); } float spine_rotate_timeline_get_scale_value(spine_rotate_timeline self, float time, float alpha, spine_mix_blend blend, spine_mix_direction direction, float current, float setup) { return ((BoneTimeline1*)(RotateTimeline*)self)->getScaleValue(time, alpha, (MixBlend)blend, (MixDirection)direction, current, setup); } void spine_rotate_timeline_set_linear(spine_rotate_timeline self, size_t frame) { ((BoneTimeline1*)(RotateTimeline*)self)->setLinear(frame); } void spine_rotate_timeline_set_stepped(spine_rotate_timeline self, size_t frame) { ((BoneTimeline1*)(RotateTimeline*)self)->setStepped(frame); } void spine_rotate_timeline_set_bezier(spine_rotate_timeline self, size_t bezier, size_t frame, float value, float time1, float value1, float cx1, float cy1, float cx2, float cy2, float time2, float value2) { ((BoneTimeline1*)(RotateTimeline*)self)->setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2); } float spine_rotate_timeline_get_bezier_value(spine_rotate_timeline self, float time, size_t frame, size_t valueOffset, size_t i) { return ((BoneTimeline1*)(RotateTimeline*)self)->getBezierValue(time, frame, valueOffset, i); } spine_array_float spine_rotate_timeline_get_curves(spine_rotate_timeline self) { return (spine_array_float)&((BoneTimeline1*)(RotateTimeline*)self)->getCurves(); } size_t spine_rotate_timeline_get_frame_entries(spine_rotate_timeline self) { return ((BoneTimeline1*)(RotateTimeline*)self)->getFrameEntries(); } size_t spine_rotate_timeline_get_frame_count(spine_rotate_timeline self) { return ((BoneTimeline1*)(RotateTimeline*)self)->getFrameCount(); } spine_array_float spine_rotate_timeline_get_frames(spine_rotate_timeline self) { return (spine_array_float)&((BoneTimeline1*)(RotateTimeline*)self)->getFrames(); } float spine_rotate_timeline_get_duration(spine_rotate_timeline self) { return ((BoneTimeline1*)(RotateTimeline*)self)->getDuration(); } spine_array_property_id spine_rotate_timeline_get_property_ids(spine_rotate_timeline self) { return (spine_array_property_id)&((BoneTimeline1*)(RotateTimeline*)self)->getPropertyIds(); } int spine_rotate_timeline_get_bone_index(spine_rotate_timeline self) { return ((BoneTimeline1*)(RotateTimeline*)self)->getBoneIndex(); } void spine_rotate_timeline_set_bone_index(spine_rotate_timeline self, int inValue) { ((BoneTimeline1*)(RotateTimeline*)self)->setBoneIndex(inValue); } spine_rtti spine_rotate_timeline_rtti(void) { return (spine_rtti)&RotateTimeline::rtti; }