96 lines
4.3 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_EventTimeline_h
#define Spine_EventTimeline_h
#include <spine/Timeline.h>
namespace Spine
{
class EventTimeline : public Timeline
{
SPINE_RTTI_DECL;
virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);
virtual int getPropertyId();
// internal float[] frames;
// private Event[] events;
//
// public float[] Frames { return frames; } set { frames = inValue; } // time, ...
// public Event[] Events { return events; } set { events = inValue; }
// public int FrameCount { return frames.Length; }
//
//
// public EventTimeline (int frameCount) {
// frames = new float[frameCount];
// events = new Event[frameCount];
// }
//
// /// Sets the time and value of the specified keyframe.
// public void setFrame (int frameIndex, Event e) {
// frames[frameIndex] = e.Time;
// events[frameIndex] = e;
// }
//
// /// Fires events for frames &gt; lastTime and &lt;= time.
// public void Apply (Skeleton skeleton, float lastTime, float time, Vector<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
// if (firedEvents == NULL) return;
// float[] frames = _frames;
// int frameCount = frames.Length;
//
// if (lastTime > time) { // Fire events after last time for looped animations.
// Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha, pose, direction);
// lastTime = -1f;
// } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
// return;
// if (time < frames[0]) return; // Time is before first frame.
//
// int frame;
// if (lastTime < frames[0])
// frame = 0;
// else {
// frame = Animation::binarySearch(frames, lastTime);
// float frameTime = frames[frame];
// while (frame > 0) { // Fire multiple events with the same frame.
// if (frames[frame - 1] != frameTime) break;
// frame--;
// }
// }
// for (; frame < frameCount && time >= frames[frame]; frame++)
// firedEvents.Add(events[frame]);
// }
};
}
#endif /* Spine_EventTimeline_h */