mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
464 lines
22 KiB
Swift
464 lines
22 KiB
Swift
//
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// Spine Runtimes License Agreement
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// Last updated April 5, 2025. Replaces all prior versions.
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//
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// Copyright (c) 2013-2025, Esoteric Software LLC
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//
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// Integration of the Spine Runtimes into software or otherwise creating
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// derivative works of the Spine Runtimes is permitted under the terms and
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// conditions of Section 2 of the Spine Editor License Agreement:
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// http://esotericsoftware.com/spine-editor-license
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//
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// Otherwise, it is permitted to integrate the Spine Runtimes into software
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// or otherwise create derivative works of the Spine Runtimes (collectively,
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// "Products"), provided that each user of the Products must obtain their own
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// Spine Editor license and redistribution of the Products in any form must
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// include this license and copyright notice.
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//
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// THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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// DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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// BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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// THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// AUTO GENERATED FILE, DO NOT EDIT.
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import Foundation
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import SpineC
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/// State for the playback of an animation
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@objc(SpineTrackEntry)
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@objcMembers
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public class TrackEntry: NSObject {
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public let _ptr: UnsafeMutableRawPointer
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public init(fromPointer ptr: spine_track_entry) {
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self._ptr = UnsafeMutableRawPointer(ptr)
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super.init()
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}
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public override convenience init() {
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let ptr = spine_track_entry_create()
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self.init(fromPointer: ptr!)
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}
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/// The index of the track where this entry is either current or queued.
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public var trackIndex: Int32 {
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let result = spine_track_entry_get_track_index(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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/// The animation to apply for this track entry.
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public var animation: Animation {
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get {
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let result = spine_track_entry_get_animation(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return Animation(fromPointer: result!)
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}
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set {
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spine_track_entry_set_animation(
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_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue._ptr.assumingMemoryBound(to: spine_animation_wrapper.self))
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}
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}
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public var previous: TrackEntry? {
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let result = spine_track_entry_get_previous(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result.map { TrackEntry(fromPointer: $0) }
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}
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/// If true, the animation will repeat. If false, it will not, instead its last frame is applied
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/// if played beyond its duration.
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public var loop: Bool {
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get {
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let result = spine_track_entry_get_loop(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_loop(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// If true, when mixing from the previous animation to this animation, the previous animation
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/// is applied as normal instead of being mixed out.
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///
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/// When mixing between animations that key the same property, if a lower track also keys that
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/// property then the value will briefly dip toward the lower track value during the mix. This
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/// happens because the first animation mixes from 100% to 0% while the second animation mixes
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/// from 0% to 100%. Setting holdPrevious to true applies the first animation at 100% during the
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/// mix so the lower track value is overwritten. Such dipping does not occur on the lowest track
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/// which keys the property, only when a higher track also keys the property.
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///
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/// Snapping will occur if holdPrevious is true and this animation does not key all the same
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/// properties as the previous animation.
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public var holdPrevious: Bool {
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get {
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let result = spine_track_entry_get_hold_previous(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_hold_previous(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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public var reverse: Bool {
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get {
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let result = spine_track_entry_get_reverse(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_reverse(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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public var shortestRotation: Bool {
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get {
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let result = spine_track_entry_get_shortest_rotation(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_shortest_rotation(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// Seconds to postpone playing the animation. Must be >= 0. When this track entry is the
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/// current track entry, delay postpones incrementing the getTrackTime(). When this track entry
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/// is queued, delay is the time from the start of the previous animation to when this track
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/// entry will become the current track entry (ie when the previous track entry getTrackTime()
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/// >= this track entry's delay).
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///
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/// getTimeScale() affects the delay.
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///
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/// When passing delay < = 0 to AnimationState::addAnimation(int, Animation, bool, float) this
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/// delay is set using a mix duration from AnimationStateData. To change the getMixDuration()
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/// afterward, use setMixDuration(float, float) so this delay is adjusted.
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public var delay: Float {
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get {
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let result = spine_track_entry_get_delay(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_delay(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// Current time in seconds this track entry has been the current track entry. The track time
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/// determines getAnimationTime(). The track time can be set to start the animation at a time
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/// other than 0, without affecting looping.
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public var trackTime: Float {
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get {
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let result = spine_track_entry_get_track_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_track_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// The track time in seconds when this animation will be removed from the track. Defaults to
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/// the highest possible float value, meaning the animation will be applied until a new
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/// animation is set or the track is cleared. If the track end time is reached, no other
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/// animations are queued for playback, and mixing from any previous animations is complete,
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/// then the properties keyed by the animation are set to the setup pose and the track is
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/// cleared.
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///
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/// It may be desired to use AnimationState::addEmptyAnimation(int, float, float) rather than
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/// have the animation abruptly cease being applied.
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public var trackEnd: Float {
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get {
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let result = spine_track_entry_get_track_end(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_track_end(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// Seconds when this animation starts, both initially and after looping. Defaults to 0.
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///
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/// When changing the animation start time, it often makes sense to set TrackEntry.AnimationLast
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/// to the same value to prevent timeline keys before the start time from triggering.
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public var animationStart: Float {
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get {
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let result = spine_track_entry_get_animation_start(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_animation_start(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// Seconds for the last frame of this animation. Non-looping animations won't play past this
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/// time. Looping animations will loop back to TrackEntry.AnimationStart at this time. Defaults
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/// to the animation duration.
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public var animationEnd: Float {
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get {
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let result = spine_track_entry_get_animation_end(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_animation_end(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// The time in seconds this animation was last applied. Some timelines use this for one-time
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/// triggers. Eg, when this animation is applied, event timelines will fire all events between
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/// the animation last time (exclusive) and animation time (inclusive). Defaults to -1 to ensure
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/// triggers on frame 0 happen the first time this animation is applied.
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public var animationLast: Float {
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get {
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let result = spine_track_entry_get_animation_last(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_animation_last(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// Uses getTrackTime() to compute the animationTime. When the trackTime is 0, the animationTime
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/// is equal to the animationStart time.
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///
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/// The animationTime is between getAnimationStart() and getAnimationEnd(), except if this track
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/// entry is non-looping and getAnimationEnd() is >= to the animation duration, then
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/// animationTime continues to increase past getAnimationEnd().
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public var animationTime: Float {
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let result = spine_track_entry_get_animation_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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/// Multiplier for the delta time when this track entry is updated, causing time for this
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/// animation to pass slower or faster. Defaults to 1.
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///
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/// Values < 0 are not supported. To play an animation in reverse, use getReverse().
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///
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/// getMixTime() is not affected by track entry time scale, so getMixDuration() may need to be
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/// adjusted to match the animation speed.
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///
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/// When using AnimationState::addAnimation(int, Animation, bool, float) with a delay < = 0, the
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/// getDelay() is set using the mix duration from the AnimationStateData, assuming time scale to
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/// be 1. If the time scale is not 1, the delay may need to be adjusted.
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///
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/// See AnimationState getTimeScale() for affecting all animations.
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public var timeScale: Float {
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get {
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let result = spine_track_entry_get_time_scale(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_time_scale(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which
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/// overwrites the last skeleton pose with this animation.
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///
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/// Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher
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/// tracks. It doesn't make sense to use alpha on track 0 if the skeleton pose is from the last
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/// frame render.
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public var alpha: Float {
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get {
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let result = spine_track_entry_get_alpha(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_alpha(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// When the mix percentage (mix time / mix duration) is less than the event threshold, event
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/// timelines for the animation being mixed out will be applied. Defaults to 0, so event
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/// timelines are not applied for an animation being mixed out.
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public var eventThreshold: Float {
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get {
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let result = spine_track_entry_get_event_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_event_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// When the mix percentage (mix time / mix duration) is less than the attachment threshold,
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/// attachment timelines for the animation being mixed out will be applied. Defaults to 0, so
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/// attachment timelines are not applied for an animation being mixed out.
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public var mixAttachmentThreshold: Float {
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get {
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let result = spine_track_entry_get_mix_attachment_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_mix_attachment_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// When getAlpha() is greater than alphaAttachmentThreshold, attachment timelines are applied.
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/// Defaults to 0, so attachment timelines are always applied.
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public var alphaAttachmentThreshold: Float {
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get {
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let result = spine_track_entry_get_alpha_attachment_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_alpha_attachment_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// When the mix percentage (mix time / mix duration) is less than the draw order threshold,
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/// draw order timelines for the animation being mixed out will be applied. Defaults to 0, so
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/// draw order timelines are not applied for an animation being mixed out.
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public var mixDrawOrderThreshold: Float {
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get {
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let result = spine_track_entry_get_mix_draw_order_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_mix_draw_order_threshold(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// The animation queued to start after this animation, or NULL.
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public var next: TrackEntry? {
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let result = spine_track_entry_get_next(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result.map { TrackEntry(fromPointer: $0) }
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}
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/// Returns true if at least one loop has been completed.
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public var isComplete: Bool {
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let result = spine_track_entry_is_complete(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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/// Seconds from 0 to the mix duration when mixing from the previous animation to this
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/// animation. May be slightly more than TrackEntry.MixDuration when the mix is complete.
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public var mixTime: Float {
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get {
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let result = spine_track_entry_get_mix_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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set {
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spine_track_entry_set_mix_time(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// Seconds for mixing from the previous animation to this animation. Defaults to the value
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/// provided by AnimationStateData based on the animation before this animation (if any).
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///
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/// The mix duration can be set manually rather than use the value from
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/// AnimationStateData.GetMix. In that case, the mixDuration must be set before
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/// AnimationState.update(float) is next called.
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///
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/// When using AnimationState::addAnimation(int, Animation, bool, float) with a delay less than
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/// or equal to 0, note the Delay is set using the mix duration from the AnimationStateData
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public var mixDuration: Float {
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let result = spine_track_entry_get_mix_duration(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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public var mixBlend: MixBlend {
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get {
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let result = spine_track_entry_get_mix_blend(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return MixBlend(rawValue: Int32(result.rawValue))!
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}
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set {
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spine_track_entry_set_mix_blend(
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_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), spine_mix_blend(rawValue: UInt32(newValue.rawValue)))
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}
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}
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/// The track entry for the previous animation when mixing from the previous animation to this
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/// animation, or NULL if no mixing is currently occuring. When mixing from multiple animations,
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/// MixingFrom makes up a double linked list with MixingTo.
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public var mixingFrom: TrackEntry? {
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let result = spine_track_entry_get_mixing_from(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result.map { TrackEntry(fromPointer: $0) }
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}
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/// The track entry for the next animation when mixing from this animation, or NULL if no mixing
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/// is currently occuring. When mixing from multiple animations, MixingTo makes up a double
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/// linked list with MixingFrom.
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public var mixingTo: TrackEntry? {
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let result = spine_track_entry_get_mixing_to(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result.map { TrackEntry(fromPointer: $0) }
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}
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public var trackComplete: Float {
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let result = spine_track_entry_get_track_complete(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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/// Returns true if this entry is for the empty animation.
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public var isEmptyAnimation: Bool {
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let result = spine_track_entry_is_empty_animation(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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/// Returns true if this track entry has been applied at least once.
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///
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/// See AnimationState::apply(Skeleton).
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public var wasApplied: Bool {
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let result = spine_track_entry_was_applied(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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/// Returns true if there is a getNext() track entry that is ready to become the current track
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/// entry during the next AnimationState::update(float)}
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public var isNextReady: Bool {
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let result = spine_track_entry_is_next_ready(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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/// The AnimationState this track entry belongs to. May be NULL if TrackEntry is directly
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/// instantiated.
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public var animationState: AnimationState? {
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get {
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let result = spine_track_entry_get_animation_state(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result.map { AnimationState(fromPointer: $0) }
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}
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set {
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spine_track_entry_set_animation_state(
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_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self),
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newValue?._ptr.assumingMemoryBound(to: spine_animation_state_wrapper.self))
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}
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}
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public var rendererObject: UnsafeMutableRawPointer? {
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let result = spine_track_entry_get_renderer_object(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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return result
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}
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public var setMixDuration: Float {
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get { fatalError("Setter-only property") }
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set(newValue) {
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spine_track_entry_set_mix_duration_1(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), newValue)
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}
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}
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/// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful
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/// to avoid bones rotating the long way around when using alpha and starting animations on
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/// other tracks.
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///
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/// Mixing involves finding a rotation between two others, which has two possible solutions: the
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/// short way or the long way around. The two rotations likely change over time, so which
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/// direction is the short or long way also changes. If the short way was always chosen, bones
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/// would flip to the other side when that direction became the long way. TrackEntry chooses the
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/// short way the first time it is applied and remembers that direction.
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public func resetRotationDirections() {
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spine_track_entry_reset_rotation_directions(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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}
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/// Sets both getMixDuration() and getDelay().
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///
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/// - Parameter 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.
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public func setMixDuration2(_ mixDuration: Float, _ delay: Float) {
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spine_track_entry_set_mix_duration_2(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self), mixDuration, delay)
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}
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public func dispose() {
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spine_track_entry_dispose(_ptr.assumingMemoryBound(to: spine_track_entry_wrapper.self))
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}
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}
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