2018-06-06 15:44:09 +02:00

434 lines
19 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_AnimationState_h
#define Spine_AnimationState_h
#include <spine/Vector.h>
#include <spine/Pool.h>
#include <spine/MixBlend.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/HasRendererObject.h>
namespace spine {
enum EventType {
EventType_Start,
EventType_Interrupt,
EventType_End,
EventType_Complete,
EventType_Dispose,
EventType_Event
};
class AnimationState;
class TrackEntry;
class Animation;
class Event;
class AnimationStateData;
class Skeleton;
class RotateTimeline;
typedef void (*AnimationStateListener) (AnimationState* state, EventType type, TrackEntry* entry, Event* event);
/// State for the playback of an animation
class TrackEntry : public SpineObject, public HasRendererObject {
friend class EventQueue;
friend class AnimationState;
public:
TrackEntry();
virtual ~TrackEntry();
/// The index of the track where this entry is either current or queued.
int getTrackIndex();
/// The animation to apply for this track entry.
Animation* getAnimation();
///
/// If true, the animation will repeat. If false, it will not, instead its last frame is applied if played beyond its duration.
bool getLoop();
void setLoop(bool inValue);
///
/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
/// track entry will become the current track entry.
float getDelay();
void setDelay(float inValue);
///
/// Current time in seconds this track entry has been the current track entry. The track time determines
/// TrackEntry.AnimationTime. The track time can be set to start the animation at a time other than 0, without affecting looping.
float getTrackTime();
void setTrackTime(float inValue);
///
/// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
/// non-looping animations and to int.MaxValue for looping animations. If the track end time is reached and no
/// other animations are queued for playback, and mixing from any previous animations is complete, 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) to mix the properties back to the
/// setup pose over time, rather than have it happen instantly.
///
float getTrackEnd();
void setTrackEnd(float inValue);
///
/// 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.
///
float getAnimationStart();
void setAnimationStart(float inValue);
///
/// 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.
float getAnimationEnd();
void setAnimationEnd(float inValue);
///
/// 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.
float getAnimationLast();
void setAnimationLast(float inValue);
///
/// Uses TrackEntry.TrackTime to compute the animation time between TrackEntry.AnimationStart. and
/// TrackEntry.AnimationEnd. When the track time is 0, the animation time is equal to the animation start time.
///
float getAnimationTime();
///
/// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
/// faster. Defaults to 1.
///
float getTimeScale();
void setTimeScale(float inValue);
///
/// 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.
///
float getAlpha();
void setAlpha(float inValue);
///
/// 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.
float getEventThreshold();
void setEventThreshold(float inValue);
///
/// 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.
float getAttachmentThreshold();
void setAttachmentThreshold(float inValue);
///
/// 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.
///
float getDrawOrderThreshold();
void setDrawOrderThreshold(float inValue);
///
/// The animation queued to start after this animation, or NULL.
TrackEntry* getNext();
///
/// Returns true if at least one loop has been completed.
bool isComplete();
///
/// 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.
float getMixTime();
void setMixTime(float inValue);
///
/// 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
///
///
///
float getMixDuration();
void setMixDuration(float inValue);
MixBlend getMixBlend();
void setMixBlend(MixBlend blend);
///
/// 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 linked list.
TrackEntry* getMixingFrom();
///
/// 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();
void setListener(AnimationStateListener listener);
private:
Animation* _animation;
TrackEntry* _next;
TrackEntry* _mixingFrom;
int _trackIndex;
bool _loop;
float _eventThreshold, _attachmentThreshold, _drawOrderThreshold;
float _animationStart, _animationEnd, _animationLast, _nextAnimationLast;
float _delay, _trackTime, _trackLast, _nextTrackLast, _trackEnd, _timeScale;
float _alpha, _mixTime, _mixDuration, _interruptAlpha, _totalAlpha;
MixBlend _mixBlend;
Vector<int> _timelineData;
Vector<TrackEntry*> _timelineDipMix;
Vector<float> _timelinesRotation;
AnimationStateListener _listener;
/// Sets the timeline data.
/// @param to May be NULL.
TrackEntry* setTimelineData(TrackEntry* to, Vector<TrackEntry*>& mixingToArray, Vector<int>& propertyIDs);
bool hasTimeline(int inId);
void reset();
};
class EventQueueEntry : public SpineObject {
friend class EventQueue;
public:
EventType _type;
TrackEntry* _entry;
Event* _event;
EventQueueEntry(EventType eventType, TrackEntry* trackEntry, Event* event = NULL);
};
class EventQueue : public SpineObject {
friend class AnimationState;
private:
Vector<EventQueueEntry> _eventQueueEntries;
AnimationState& _state;
Pool<TrackEntry>& _trackEntryPool;
bool _drainDisabled;
static EventQueue* newEventQueue(AnimationState& state, Pool<TrackEntry>& trackEntryPool);
static EventQueueEntry newEventQueueEntry(EventType eventType, TrackEntry* entry, Event* event = NULL);
EventQueue(AnimationState& state, Pool<TrackEntry>& trackEntryPool);
~EventQueue();
void start(TrackEntry* entry);
void interrupt(TrackEntry* entry);
void end(TrackEntry* entry);
void dispose(TrackEntry* entry);
void complete(TrackEntry* entry);
void event(TrackEntry* entry, Event* event);
/// Raises all events in the queue and drains the queue.
void drain();
};
class AnimationState : public SpineObject, public HasRendererObject {
friend class TrackEntry;
friend class EventQueue;
public:
explicit AnimationState(AnimationStateData* data);
~AnimationState();
///
/// Increments the track entry times, setting queued animations as current if needed
/// @param delta delta time
void update(float delta);
///
/// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
/// animation state can be applied to multiple skeletons to pose them identically.
bool apply(Skeleton& skeleton);
///
/// Removes all animations from all tracks, leaving skeletons in their previous pose.
/// It may be desired to use AnimationState.setEmptyAnimations(float) to mix the skeletons back to the setup pose,
/// rather than leaving them in their previous pose.
void clearTracks();
///
/// Removes all animations from the tracks, leaving skeletons in their previous pose.
/// It may be desired to use AnimationState.setEmptyAnimations(float) to mix the skeletons back to the setup pose,
/// rather than leaving them in their previous pose.
void clearTrack(size_t trackIndex);
/// Sets an animation by name. setAnimation(int, Animation, bool)
TrackEntry* setAnimation(size_t trackIndex, const String& animationName, bool loop);
/// Sets the current animation for a track, discarding any queued animations.
/// @param loop If true, the animation will repeat.
/// If false, it will not, instead its last frame is applied if played beyond its duration.
/// In either case TrackEntry.TrackEnd determines when the track is cleared.
/// @return
/// A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after AnimationState.Dispose.
TrackEntry* setAnimation(size_t trackIndex, Animation* animation, bool loop);
/// Queues an animation by name.
/// addAnimation(int, Animation, bool, float)
TrackEntry* addAnimation(size_t trackIndex, const String& animationName, bool loop, float delay);
/// Adds an animation to be played delay seconds after the current or last queued animation
/// for a track. If the track is empty, it is equivalent to calling setAnimation.
/// @param delay
/// Seconds to begin this animation after the start of the previous animation. May be &lt;= 0 to use the animation
/// duration of the previous track minus any mix duration plus the negative delay.
///
/// @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after AnimationState.Dispose
TrackEntry* addAnimation(size_t trackIndex, Animation* animation, bool loop, float delay);
///
/// Sets an empty animation for a track, discarding any queued animations, and mixes to it over the specified mix duration.
TrackEntry* setEmptyAnimation(size_t trackIndex, float mixDuration);
///
/// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
/// specified mix duration.
/// @return
/// A track entry to allow further customization of animation playback. References to the track entry must not be kept after AnimationState.Dispose.
///
/// @param trackIndex Track number.
/// @param mixDuration Mix duration.
/// @param delay Seconds to begin this animation after the start of the previous animation. May be &lt;= 0 to use the animation
/// duration of the previous track minus any mix duration plus the negative delay.
TrackEntry* addEmptyAnimation(size_t trackIndex, float mixDuration, float delay);
///
/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.
void setEmptyAnimations(float mixDuration);
/// @return The track entry for the animation currently playing on the track, or NULL if no animation is currently playing.
TrackEntry* getCurrent(size_t trackIndex);
AnimationStateData* getData();
/// A list of tracks that have animations, which may contain NULLs.
Vector<TrackEntry*> &getTracks();
float getTimeScale();
void setTimeScale(float inValue);
void setListener(AnimationStateListener listener);
void disableQueue();
void enableQueue();
private:
static const int Subsequent, First, Dip, DipMix;
AnimationStateData* _data;
Pool<TrackEntry> _trackEntryPool;
Vector<TrackEntry*> _tracks;
Vector<Event*> _events;
EventQueue* _queue;
Vector<int> _propertyIDs;
Vector<TrackEntry*> _mixingTo;
bool _animationsChanged;
AnimationStateListener _listener;
float _timeScale;
static Animation* getEmptyAnimation();
static void applyRotateTimeline(RotateTimeline* rotateTimeline, Skeleton& skeleton, float time, float alpha, MixBlend pose, Vector<float>& timelinesRotation, size_t i, bool firstFrame);
/// Returns true when all mixing from entries are complete.
bool updateMixingFrom(TrackEntry* to, float delta);
float applyMixingFrom(TrackEntry* to, Skeleton& skeleton, MixBlend currentPose);
void queueEvents(TrackEntry* entry, float animationTime);
/// Sets the active TrackEntry for a given track number.
void setCurrent(size_t index, TrackEntry* current, bool interrupt);
TrackEntry* expandToIndex(size_t index);
/// Object-pooling version of new TrackEntry. Obtain an unused TrackEntry from the pool and clear/initialize its values.
/// @param last May be NULL.
TrackEntry* newTrackEntry(size_t trackIndex, Animation* animation, bool loop, TrackEntry* last);
/// Dispose all track entries queued after the given TrackEntry.
void disposeNext(TrackEntry* entry);
void animationsChanged();
};
}
#endif /* Spine_AnimationState_h */