mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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105 lines
4.7 KiB
C++
105 lines
4.7 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_DrawOrderTimeline_h
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#define Spine_DrawOrderTimeline_h
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#include <spine/Timeline.h>
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namespace Spine
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{
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class DrawOrderTimeline : public Timeline
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{
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SPINE_RTTI_DECL;
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virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);
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virtual int getPropertyId();
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// internal float[] frames;
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// private int[][] drawOrders;
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//
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// public float[] Frames { return frames; } set { frames = inValue; } // time, ...
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// public int[][] DrawOrders { return drawOrders; } set { drawOrders = inValue; }
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// public int FrameCount { return frames.Length; }
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//
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// public int PropertyId {
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// get { return ((int)TimelineType.DrawOrder << 24); }
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// }
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//
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// public DrawOrderTimeline (int frameCount) {
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// frames = new float[frameCount];
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// drawOrders = new int[frameCount][];
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// }
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//
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// /// Sets the time and value of the specified keyframe.
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// /// <param name="drawOrder">May be NULL to use bind pose draw order.</param>
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// public void SetFrame (int frameIndex, float time, int[] drawOrder) {
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// frames[frameIndex] = time;
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// drawOrders[frameIndex] = drawOrder;
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// }
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//
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// public void Apply (Skeleton skeleton, float lastTime, float time, Vector<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
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// Vector<Slot> drawOrder = skeleton.drawOrder;
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// Vector<Slot> slots = skeleton.slots;
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// if (direction == MixDirection_Out && pose == MixPose_Setup) {
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// Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
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// return;
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// }
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//
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// float[] frames = _frames;
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// if (time < frames[0]) {
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// if (pose == MixPose_Setup) Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
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// return;
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// }
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//
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// int frame;
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// if (time >= frames[frames.Length - 1]) // Time is after last frame.
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// frame = frames.Length - 1;
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// else
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// frame = Animation::binarySearch(frames, time) - 1;
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//
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// int[] drawOrderToSetupIndex = drawOrders[frame];
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// if (drawOrderToSetupIndex == NULL) {
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// drawOrder.Clear();
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// for (int i = 0, n = slots.Count; i < n; i++)
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// drawOrder.Add(slots.Items[i]);
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// } else {
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// var drawOrderItems = drawOrder.Items;
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// var slotsItems = slots.Items;
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// for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++)
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// drawOrderItems[i] = slotsItems[drawOrderToSetupIndex[i]];
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// }
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// }
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};
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}
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#endif /* Spine_DrawOrderTimeline_h */
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