// // 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. // // AUTO GENERATED FILE, DO NOT EDIT. import 'package:universal_ffi/ffi.dart'; import 'spine_dart_bindings_generated.dart'; import '../spine_bindings.dart'; import 'animation.dart'; import 'animation_state.dart'; import 'mix_blend.dart'; /// State for the playback of an animation class TrackEntry { final Pointer _ptr; TrackEntry.fromPointer(this._ptr); /// Get the native pointer for FFI calls Pointer get nativePtr => _ptr; factory TrackEntry() { final ptr = SpineBindings.bindings.spine_track_entry_create(); return TrackEntry.fromPointer(ptr); } void dispose() { SpineBindings.bindings.spine_track_entry_dispose(_ptr); } /// The index of the track where this entry is either current or queued. int get trackIndex { final result = SpineBindings.bindings.spine_track_entry_get_track_index(_ptr); return result; } /// The animation to apply for this track entry. Animation get animation { final result = SpineBindings.bindings.spine_track_entry_get_animation(_ptr); return Animation.fromPointer(result); } /// Sets the animation for this track entry. set animation(Animation value) { SpineBindings.bindings.spine_track_entry_set_animation(_ptr, value.nativePtr.cast()); } TrackEntry? get previous { final result = SpineBindings.bindings.spine_track_entry_get_previous(_ptr); return result.address == 0 ? null : TrackEntry.fromPointer(result); } /// If true, the animation will repeat. If false, it will not, instead its /// last frame is applied if played beyond its duration. bool get loop { final result = SpineBindings.bindings.spine_track_entry_get_loop(_ptr); return result; } set loop(bool value) { SpineBindings.bindings.spine_track_entry_set_loop(_ptr, value); } /// If true, when mixing from the previous animation to this animation, the /// previous animation is applied as normal instead of being mixed out. /// /// When mixing between animations that key the same property, if a lower /// track also keys that property then the value will briefly dip toward the /// lower track value during the mix. This happens because the first animation /// mixes from 100% to 0% while the second animation mixes from 0% to 100%. /// Setting holdPrevious to true applies the first animation at 100% during /// the mix so the lower track value is overwritten. Such dipping does not /// occur on the lowest track which keys the property, only when a higher /// track also keys the property. /// /// Snapping will occur if holdPrevious is true and this animation does not /// key all the same properties as the previous animation. bool get holdPrevious { final result = SpineBindings.bindings.spine_track_entry_get_hold_previous(_ptr); return result; } set holdPrevious(bool value) { SpineBindings.bindings.spine_track_entry_set_hold_previous(_ptr, value); } bool get reverse { final result = SpineBindings.bindings.spine_track_entry_get_reverse(_ptr); return result; } set reverse(bool value) { SpineBindings.bindings.spine_track_entry_set_reverse(_ptr, value); } bool get shortestRotation { final result = SpineBindings.bindings.spine_track_entry_get_shortest_rotation(_ptr); return result; } set shortestRotation(bool value) { SpineBindings.bindings.spine_track_entry_set_shortest_rotation(_ptr, value); } /// Seconds to postpone playing the animation. Must be >= 0. When this track /// entry is the current track entry, delay postpones incrementing the /// getTrackTime(). When this track entry is queued, delay is the time from /// the start of the previous animation to when this track entry will become /// the current track entry (ie when the previous track entry getTrackTime() /// >= this track entry's delay). /// /// getTimeScale() affects the delay. /// /// When passing delay < = 0 to AnimationState::addAnimation(int, Animation, /// bool, float) this delay is set using a mix duration from /// AnimationStateData. To change the getMixDuration() afterward, use /// setMixDuration(float, float) so this delay is adjusted. double get delay { final result = SpineBindings.bindings.spine_track_entry_get_delay(_ptr); return result; } set delay(double value) { SpineBindings.bindings.spine_track_entry_set_delay(_ptr, value); } /// Current time in seconds this track entry has been the current track entry. /// The track time determines getAnimationTime(). The track time can be set to /// start the animation at a time other than 0, without affecting looping. double get trackTime { final result = SpineBindings.bindings.spine_track_entry_get_track_time(_ptr); return result; } set trackTime(double value) { SpineBindings.bindings.spine_track_entry_set_track_time(_ptr, value); } /// The track time in seconds when this animation will be removed from the /// track. Defaults to the highest possible float value, meaning the animation /// will be applied until a new animation is set or the track is cleared. If /// the track end time is reached, no other animations are queued for /// playback, and mixing from any previous animations is complete, then the /// properties keyed by the animation are set to the setup pose and the track /// is cleared. /// /// It may be desired to use AnimationState::addEmptyAnimation(int, float, /// float) rather than have the animation abruptly cease being applied. double get trackEnd { final result = SpineBindings.bindings.spine_track_entry_get_track_end(_ptr); return result; } set trackEnd(double value) { SpineBindings.bindings.spine_track_entry_set_track_end(_ptr, value); } /// Seconds when this animation starts, both initially and after looping. /// Defaults to 0. /// /// When changing the animation start time, it often makes sense to set /// TrackEntry.AnimationLast to the same value to prevent timeline keys before /// the start time from triggering. double get animationStart { final result = SpineBindings.bindings.spine_track_entry_get_animation_start(_ptr); return result; } set animationStart(double value) { SpineBindings.bindings.spine_track_entry_set_animation_start(_ptr, value); } /// Seconds for the last frame of this animation. Non-looping animations won't /// play past this time. Looping animations will loop back to /// TrackEntry.AnimationStart at this time. Defaults to the animation /// duration. double get animationEnd { final result = SpineBindings.bindings.spine_track_entry_get_animation_end(_ptr); return result; } set animationEnd(double value) { SpineBindings.bindings.spine_track_entry_set_animation_end(_ptr, value); } /// The time in seconds this animation was last applied. Some timelines use /// this for one-time triggers. Eg, when this animation is applied, event /// timelines will fire all events between the animation last time (exclusive) /// and animation time (inclusive). Defaults to -1 to ensure triggers on frame /// 0 happen the first time this animation is applied. double get animationLast { final result = SpineBindings.bindings.spine_track_entry_get_animation_last(_ptr); return result; } set animationLast(double value) { SpineBindings.bindings.spine_track_entry_set_animation_last(_ptr, value); } /// Uses getTrackTime() to compute the animationTime. When the trackTime is 0, /// the animationTime is equal to the animationStart time. /// /// The animationTime is between getAnimationStart() and getAnimationEnd(), /// except if this track entry is non-looping and getAnimationEnd() is >= to /// the animation duration, then animationTime continues to increase past /// getAnimationEnd(). double get animationTime { final result = SpineBindings.bindings.spine_track_entry_get_animation_time(_ptr); return result; } /// Multiplier for the delta time when this track entry is updated, causing /// time for this animation to pass slower or faster. Defaults to 1. /// /// Values < 0 are not supported. To play an animation in reverse, use /// getReverse(). /// /// getMixTime() is not affected by track entry time scale, so /// getMixDuration() may need to be adjusted to match the animation speed. /// /// When using AnimationState::addAnimation(int, Animation, bool, float) with /// a delay < = 0, the getDelay() is set using the mix duration from the /// AnimationStateData, assuming time scale to be 1. If the time scale is not /// 1, the delay may need to be adjusted. /// /// See AnimationState getTimeScale() for affecting all animations. double get timeScale { final result = SpineBindings.bindings.spine_track_entry_get_time_scale(_ptr); return result; } set timeScale(double value) { SpineBindings.bindings.spine_track_entry_set_time_scale(_ptr, value); } /// Values less than 1 mix this animation with the last skeleton pose. /// Defaults to 1, which overwrites the last skeleton pose with this /// animation. /// /// Typically track 0 is used to completely pose the skeleton, then alpha can /// be used on higher tracks. It doesn't make sense to use alpha on track 0 if /// the skeleton pose is from the last frame render. double get alpha { final result = SpineBindings.bindings.spine_track_entry_get_alpha(_ptr); return result; } set alpha(double value) { SpineBindings.bindings.spine_track_entry_set_alpha(_ptr, value); } /// When the mix percentage (mix time / mix duration) is less than the event /// threshold, event timelines for the animation being mixed out will be /// applied. Defaults to 0, so event timelines are not applied for an /// animation being mixed out. double get eventThreshold { final result = SpineBindings.bindings.spine_track_entry_get_event_threshold(_ptr); return result; } set eventThreshold(double value) { SpineBindings.bindings.spine_track_entry_set_event_threshold(_ptr, value); } /// When the mix percentage (mix time / mix duration) is less than the /// attachment threshold, attachment timelines for the animation being mixed /// out will be applied. Defaults to 0, so attachment timelines are not /// applied for an animation being mixed out. double get mixAttachmentThreshold { final result = SpineBindings.bindings.spine_track_entry_get_mix_attachment_threshold(_ptr); return result; } set mixAttachmentThreshold(double value) { SpineBindings.bindings.spine_track_entry_set_mix_attachment_threshold(_ptr, value); } /// When getAlpha() is greater than alphaAttachmentThreshold, attachment /// timelines are applied. Defaults to 0, so attachment timelines are always /// applied. double get alphaAttachmentThreshold { final result = SpineBindings.bindings.spine_track_entry_get_alpha_attachment_threshold(_ptr); return result; } set alphaAttachmentThreshold(double value) { SpineBindings.bindings.spine_track_entry_set_alpha_attachment_threshold(_ptr, value); } /// When the mix percentage (mix time / mix duration) is less than the draw /// order threshold, draw order timelines for the animation being mixed out /// will be applied. Defaults to 0, so draw order timelines are not applied /// for an animation being mixed out. double get mixDrawOrderThreshold { final result = SpineBindings.bindings.spine_track_entry_get_mix_draw_order_threshold(_ptr); return result; } set mixDrawOrderThreshold(double value) { SpineBindings.bindings.spine_track_entry_set_mix_draw_order_threshold(_ptr, value); } /// The animation queued to start after this animation, or NULL. TrackEntry? get next { final result = SpineBindings.bindings.spine_track_entry_get_next(_ptr); return result.address == 0 ? null : TrackEntry.fromPointer(result); } /// Returns true if at least one loop has been completed. bool get isComplete { final result = SpineBindings.bindings.spine_track_entry_is_complete(_ptr); return result; } /// Seconds from 0 to the mix duration when mixing from the previous animation /// to this animation. May be slightly more than TrackEntry.MixDuration when /// the mix is complete. double get mixTime { final result = SpineBindings.bindings.spine_track_entry_get_mix_time(_ptr); return result; } set mixTime(double value) { SpineBindings.bindings.spine_track_entry_set_mix_time(_ptr, value); } /// Seconds for mixing from the previous animation to this animation. Defaults /// to the value provided by AnimationStateData based on the animation before /// this animation (if any). /// /// The mix duration can be set manually rather than use the value from /// AnimationStateData.GetMix. In that case, the mixDuration must be set /// before AnimationState.update(float) is next called. /// /// When using AnimationState::addAnimation(int, Animation, bool, float) with /// a delay less than or equal to 0, note the Delay is set using the mix /// duration from the AnimationStateData double get mixDuration { final result = SpineBindings.bindings.spine_track_entry_get_mix_duration(_ptr); return result; } MixBlend get mixBlend { final result = SpineBindings.bindings.spine_track_entry_get_mix_blend(_ptr); return MixBlend.fromValue(result); } set mixBlend(MixBlend value) { SpineBindings.bindings.spine_track_entry_set_mix_blend(_ptr, value.value); } /// The track entry for the previous animation when mixing from the previous /// animation to this animation, or NULL if no mixing is currently occuring. /// When mixing from multiple animations, MixingFrom makes up a double linked /// list with MixingTo. TrackEntry? get mixingFrom { final result = SpineBindings.bindings.spine_track_entry_get_mixing_from(_ptr); return result.address == 0 ? null : TrackEntry.fromPointer(result); } /// The track entry for the next animation when mixing from this animation, or /// NULL if no mixing is currently occuring. When mixing from multiple /// animations, MixingTo makes up a double linked list with MixingFrom. TrackEntry? get mixingTo { final result = SpineBindings.bindings.spine_track_entry_get_mixing_to(_ptr); return result.address == 0 ? null : TrackEntry.fromPointer(result); } /// Resets the rotation directions for mixing this entry's rotate timelines. /// This can be useful to avoid bones rotating the long way around when using /// alpha and starting animations on other tracks. /// /// Mixing involves finding a rotation between two others, which has two /// possible solutions: the short way or the long way around. The two /// rotations likely change over time, so which direction is the short or long /// way also changes. If the short way was always chosen, bones would flip to /// the other side when that direction became the long way. TrackEntry chooses /// the short way the first time it is applied and remembers that direction. void resetRotationDirections() { SpineBindings.bindings.spine_track_entry_reset_rotation_directions(_ptr); } double get trackComplete { final result = SpineBindings.bindings.spine_track_entry_get_track_complete(_ptr); return result; } /// Returns true if this entry is for the empty animation. bool get isEmptyAnimation { final result = SpineBindings.bindings.spine_track_entry_is_empty_animation(_ptr); return result; } /// Returns true if this track entry has been applied at least once. /// /// See AnimationState::apply(Skeleton). bool get wasApplied { final result = SpineBindings.bindings.spine_track_entry_was_applied(_ptr); return result; } /// Returns true if there is a getNext() track entry that is ready to become /// the current track entry during the next AnimationState::update(float)} bool get isNextReady { final result = SpineBindings.bindings.spine_track_entry_is_next_ready(_ptr); return result; } /// The AnimationState this track entry belongs to. May be NULL if TrackEntry /// is directly instantiated. AnimationState? get animationState { final result = SpineBindings.bindings.spine_track_entry_get_animation_state(_ptr); return result.address == 0 ? null : AnimationState.fromPointer(result); } set animationState(AnimationState? value) { SpineBindings.bindings .spine_track_entry_set_animation_state(_ptr, value?.nativePtr.cast() ?? Pointer.fromAddress(0)); } Pointer? get rendererObject { final result = SpineBindings.bindings.spine_track_entry_get_renderer_object(_ptr); return result; } set setMixDuration(double value) { SpineBindings.bindings.spine_track_entry_set_mix_duration_1(_ptr, value); } /// Sets both getMixDuration() and getDelay(). /// /// [delay] If > 0, sets TrackEntry::getDelay(). If < = 0, the delay set is the duration of the previous track entry minus the specified mix duration plus the specified delay (ie the mix ends at (delay = 0) or before (delay < 0) the previous track entry duration). If the previous entry is looping, its next loop completion is used instead of its duration. void setMixDuration2(double mixDuration, double delay) { SpineBindings.bindings.spine_track_entry_set_mix_duration_2(_ptr, mixDuration, delay); } }