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https://github.com/EsotericSoftware/spine-runtimes.git
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123 lines
3.6 KiB
C++
123 lines
3.6 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_Animation_h
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#define Spine_Animation_h
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#include <spine/Vector.h>
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#include <spine/HashMap.h>
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#include <spine/MixBlend.h>
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#include <spine/MixDirection.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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namespace spine {
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class Timeline;
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class Skeleton;
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class Event;
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class SP_API Animation : public SpineObject {
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friend class AnimationState;
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friend class TrackEntry;
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friend class AnimationStateData;
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friend class AttachmentTimeline;
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friend class ColorTimeline;
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friend class DeformTimeline;
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friend class DrawOrderTimeline;
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friend class EventTimeline;
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friend class IkConstraintTimeline;
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friend class PathConstraintMixTimeline;
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friend class PathConstraintPositionTimeline;
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friend class PathConstraintSpacingTimeline;
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friend class RotateTimeline;
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friend class ScaleTimeline;
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friend class ShearTimeline;
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friend class TransformConstraintTimeline;
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friend class TranslateTimeline;
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friend class TwoColorTimeline;
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public:
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Animation(const String &name, Vector<Timeline *> &timelines, float duration);
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~Animation();
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/// Applies all the animation's timelines to the specified skeleton.
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/// See also Timeline::apply(Skeleton&, float, float, Vector, float, MixPose, MixDirection)
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void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Vector<Event *> *pEvents, float alpha,
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MixBlend blend, MixDirection direction);
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const String &getName();
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Vector<Timeline *> &getTimelines();
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bool hasTimeline(int id);
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float getDuration();
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void setDuration(float inValue);
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private:
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Vector<Timeline *> _timelines;
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HashMap<int, bool> _timelineIds;
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float _duration;
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String _name;
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/// @param target After the first and before the last entry.
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static int binarySearch(Vector<float> &values, float target, int step);
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/// @param target After the first and before the last entry.
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static int binarySearch(Vector<float> &values, float target);
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static int linearSearch(Vector<float> &values, float target, int step);
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};
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}
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#endif /* Spine_Animation_h */
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