spine-runtimes/spine-cpp/src/spine/SlotCurveTimeline.cpp

64 lines
2.7 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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*****************************************************************************/
#include <spine/SlotCurveTimeline.h>
#include <spine/Bone.h>
#include <spine/Skeleton.h>
#include <spine/Slot.h>
#include <spine/SlotPose.h>
using namespace spine;
RTTI_IMPL_MULTI(SlotCurveTimeline, CurveTimeline, SlotTimeline)
SlotCurveTimeline::SlotCurveTimeline(size_t frameCount, size_t frameEntries, size_t bezierCount, int slotIndex)
: CurveTimeline(frameCount, frameEntries, bezierCount), SlotTimeline(), _slotIndex(slotIndex) {
}
SlotCurveTimeline::~SlotCurveTimeline() {
}
int SlotCurveTimeline::getSlotIndex() {
return _slotIndex;
}
void SlotCurveTimeline::setSlotIndex(int inValue) {
_slotIndex = inValue;
}
void SlotCurveTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose) {
SP_UNUSED(lastTime);
SP_UNUSED(events);
SP_UNUSED(direction);
Slot *slot = skeleton._slots[_slotIndex];
if (slot->_bone.isActive()) _apply(*slot, appliedPose ? *slot->_applied : slot->_pose, time, alpha, blend);
}