Stephen Gowen 6b585ae151 blah
2017-11-25 12:44:57 -05:00

105 lines
4.7 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_DrawOrderTimeline_h
#define Spine_DrawOrderTimeline_h
#include <spine/Timeline.h>
namespace Spine
{
class DrawOrderTimeline : 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 int[][] drawOrders;
//
// public float[] Frames { return frames; } set { frames = inValue; } // time, ...
// public int[][] DrawOrders { return drawOrders; } set { drawOrders = inValue; }
// public int FrameCount { return frames.Length; }
//
// public int PropertyId {
// get { return ((int)TimelineType.DrawOrder << 24); }
// }
//
// public DrawOrderTimeline (int frameCount) {
// frames = new float[frameCount];
// drawOrders = new int[frameCount][];
// }
//
// /// Sets the time and value of the specified keyframe.
// /// <param name="drawOrder">May be NULL to use bind pose draw order.</param>
// public void SetFrame (int frameIndex, float time, int[] drawOrder) {
// frames[frameIndex] = time;
// drawOrders[frameIndex] = drawOrder;
// }
//
// public void Apply (Skeleton skeleton, float lastTime, float time, Vector<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
// Vector<Slot> drawOrder = skeleton.drawOrder;
// Vector<Slot> slots = skeleton.slots;
// if (direction == MixDirection_Out && pose == MixPose_Setup) {
// Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
// return;
// }
//
// float[] frames = _frames;
// if (time < frames[0]) {
// if (pose == MixPose_Setup) Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
// return;
// }
//
// int frame;
// if (time >= frames[frames.Length - 1]) // Time is after last frame.
// frame = frames.Length - 1;
// else
// frame = Animation::binarySearch(frames, time) - 1;
//
// int[] drawOrderToSetupIndex = drawOrders[frame];
// if (drawOrderToSetupIndex == NULL) {
// drawOrder.Clear();
// for (int i = 0, n = slots.Count; i < n; i++)
// drawOrder.Add(slots.Items[i]);
// } else {
// var drawOrderItems = drawOrder.Items;
// var slotsItems = slots.Items;
// for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++)
// drawOrderItems[i] = slotsItems[drawOrderToSetupIndex[i]];
// }
// }
};
}
#endif /* Spine_DrawOrderTimeline_h */