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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#ifndef Spine_Animation_h
#define Spine_Animation_h
#include <spine/Array.h>
#include <spine/HashMap.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/Property.h>
namespace spine {
class Timeline;
class BoneTimeline;
class Skeleton;
class Event;
class AnimationState;
/// Stores a list of timelines to animate a skeleton's pose over time.
class SP_API Animation : public SpineObject {
friend class AnimationState;
friend class TrackEntry;
friend class AnimationStateData;
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 RotateTimeline;
friend class ScaleTimeline;
friend class ShearTimeline;
friend class TransformConstraintTimeline;
friend class TranslateTimeline;
friend class TranslateXTimeline;
friend class TranslateYTimeline;
friend class TwoColorTimeline;
friend class Slider;
public:
Animation(const String &name, Array<Timeline *> &timelines, float duration);
~Animation();
/// If the returned array or the timelines it contains are modified, setTimelines() must be called.
Array<Timeline *> &getTimelines();
void setTimelines(Array<Timeline *> &timelines);
/// Returns true if this animation contains a timeline with any of the specified property IDs.
bool hasTimeline(Array<PropertyId> &ids);
/// The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
/// used to know when it has completed and when it should loop back to the start.
float getDuration();
void setDuration(float inValue);
/// Applies the animation's timelines to the specified skeleton.
///
/// See Timeline::apply().
/// @param skeleton The skeleton the animation is applied to. This provides access to the bones, slots, and other skeleton
/// components the timelines may change.
/// @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at discrete times, in
/// which case all keys are triggered between lastTime (exclusive) and time (inclusive). Pass -1 the first time an
/// animation is applied to ensure frame 0 is triggered.
/// @param time The time in seconds the skeleton is being posed for. Timelines find the frame before and after this time and
/// interpolate between the frame values.
/// @param loop True if time beyond the getDuration() repeats the animation, else the last frame is used.
/// @param events If any events are fired, they are added to this list. Can be NULL to ignore fired events or if no timelines
/// fire events.
/// @param alpha 0 applies setup or current values (depending on fromSetup), 1 uses timeline values, and intermediate values
/// interpolate between them. Adjusting alpha over time can mix an animation in or out.
/// @param fromSetup If true, alpha transitions between setup and timeline values, setup values are used before the first
/// frame (current values are not used). If false, alpha transitions between current and timeline values, no change
/// is made before the first frame.
/// @param add If true, for timelines that support it, their values are added to the setup or current values (depending on
/// fromSetup).
/// @param out True when the animation is mixing out, else it is mixing in. Used by timelines that perform instant
/// transitions.
/// @param appliedPose True to modify the applied pose, else the pose is modified.
void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Array<Event *> *events, float alpha, bool fromSetup, bool add, bool out,
bool appliedPose);
/// The animation's name, which is unique across all animations in the skeleton.
const String &getName();
/// The bone indices affected by this animation.
const Array<int> &getBones();
/// @param target After the first and before the last entry.
static int search(Array<float> &values, float target);
static int search(Array<float> &values, float target, int step);
protected:
Array<Timeline *> _timelines;
HashMap<PropertyId, bool> _timelineIds;
Array<int> _bones;
float _duration;
String _name;
};
}
#endif /* Spine_Animation_h */