Mario Zechner 7b0bf128ff [cpp] Port AnimationState additive/hold rework, Skin placeholder rename, timeline API changes from spine-libgdx
- Replace MixBlend/MixDirection with bool fromSetup/add/out in all timeline apply() signatures
- Remove MixBlend.h and MixDirection.h (no longer used)
- Add Timeline::_additive and _instant fields
- Replace TrackEntry holdPrevious/interruptAlpha/mixBlend with additive/keepHold
- Rewrite AnimationState hold system with bitmask (Subsequent/First/Hold/HoldFirst)
- Rewrite applyMixingFrom alpha computation
- Rename Skin::AttachmentMap::Entry::_name to _placeholderName
- Fix SkeletonBinary::readLong() sign extension bug truncating 64-bit hashes
- Fix SkeletonSerializer sequence and bones null/empty parity with Java
- Add transition frame testing to HeadlessTest
- Port all doc updates from spine-libgdx
2026-03-24 21:09:50 +01:00

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3.5 KiB
C++

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#ifndef Spine_SlotData_h
#define Spine_SlotData_h
#include <spine/BlendMode.h>
#include <spine/PosedData.h>
#include <spine/SpineString.h>
#include <spine/RTTI.h>
#include <spine/SlotPose.h>
namespace spine {
class BoneData;
/// Stores the setup pose for a Slot.
class SP_API SlotData : public PosedDataGeneric<SlotPose> {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class PathConstraint;
friend class AttachmentTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
friend class DeformTimeline;
friend class DrawOrderTimeline;
friend class EventTimeline;
friend class IkConstraintTimeline;
friend class PathConstraintMixTimeline;
friend class PathConstraintPositionTimeline;
friend class PathConstraintSpacingTimeline;
friend class ScaleTimeline;
friend class ShearTimeline;
friend class TransformConstraintTimeline;
friend class TranslateTimeline;
friend class TwoColorTimeline;
friend class Slot;
public:
SlotData(int index, const String &name, BoneData &boneData);
/// The Skeleton::getSlots() index.
int getIndex();
/// The bone this slot belongs to.
BoneData &getBoneData();
void setAttachmentName(const String &attachmentName);
/// The name of the attachment that is visible for this slot in the setup pose, or empty if no attachment is visible.
const String &getAttachmentName();
/// The blend mode for drawing the slot's attachment.
BlendMode getBlendMode();
void setBlendMode(BlendMode blendMode);
/// False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering.
bool getVisible();
void setVisible(bool visible);
private:
const int _index;
BoneData &_boneData;
String _attachmentName;
BlendMode _blendMode;
bool _visible;
};
}
#endif /* Spine_SlotData_h */