/****************************************************************************** * 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_Posed_h #define Spine_Posed_h #include #include namespace spine { class SP_API Posed { public: Posed() {} virtual ~Posed() {} virtual void constrained() = 0; virtual void resetConstrained() = 0; virtual bool isPoseEqualToApplied() const = 0; protected: virtual void setupPose() = 0; virtual void pose() = 0; }; template class SP_API PosedGeneric : public Posed, public SpineObject { friend class AnimationState; friend class BoneTimeline1; friend class BoneTimeline2; friend class RotateTimeline; friend class IkConstraint; friend class TransformConstraint; friend class VertexAttachment; friend class PathConstraint; friend class PhysicsConstraint; friend class Skeleton; friend class RegionAttachment; friend class PointAttachment; friend class AttachmentTimeline; friend class RGBATimeline; friend class RGBTimeline; friend class AlphaTimeline; friend class RGBA2Timeline; friend class RGB2Timeline; friend class ScaleTimeline; friend class ScaleXTimeline; friend class ScaleYTimeline; friend class ShearTimeline; friend class ShearXTimeline; friend class ShearYTimeline; friend class TranslateTimeline; friend class TranslateXTimeline; friend class TranslateYTimeline; friend class InheritTimeline; friend class Skeleton; public: PosedGeneric(D &data) : _data(data), _pose(), _constrained(), _applied(&_pose) { } virtual ~PosedGeneric() { } /// The constraint's setup pose data. D &getData() { return _data; } P &getPose() { // Upcast A to P (safe due to static_assert that A extends P) // For most classes P==A so this is a no-op, but for Bone it casts BonePose->BoneLocal return _pose; } A &getAppliedPose() { return *_applied; } virtual void resetConstrained() override { _constrained.set(_pose); } virtual void constrained() override { _applied = &_constrained; } virtual bool isPoseEqualToApplied() const override { return _applied == &_pose; } protected: virtual void pose() override { _applied = &_pose; } virtual void setupPose() override { _pose.set(_data.getSetupPose()); } protected: D &_data; A _pose; ///< Stored as A type (concrete pose type) to match Java behavior A _constrained;///< Stored as A type (concrete pose type) to match Java behavior A *_applied; ///< Points to either _pose or _constrained, reassignable like Java }; }// namespace spine #endif /* Spine_Posed_h */