mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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85 lines
3.0 KiB
Haxe
85 lines
3.0 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine.animation;
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import spine.Event;
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import spine.Skeleton;
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import openfl.Vector;
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class Timeline {
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public var propertyIds:Vector<String>;
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public var frames:Vector<Float>;
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public function new(frameCount:Int, propertyIds:Vector<String>) {
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this.propertyIds = propertyIds;
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frames = new Vector<Float>(frameCount * getFrameEntries(), true);
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}
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public function getFrameEntries():Int {
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return 1;
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}
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public function getFrameCount():Int {
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return Std.int(frames.length / getFrameEntries());
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}
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public function getDuration():Float {
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return frames[frames.length - getFrameEntries()];
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}
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public function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Vector<Event>, alpha:Float, blend:MixBlend, direction:MixDirection):Void {
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throw new SpineException("Timeline implementations must override apply()");
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}
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public static function search1(frames:Vector<Float>, time:Float):Int {
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var n:Int = frames.length;
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for (i in 1...n) {
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if (frames[i] > time)
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return i - 1;
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}
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return n - 1;
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}
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public static function search(values:Vector<Float>, time:Float, step:Int):Int {
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var n:Int = values.length;
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var i:Int = step;
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while (i < n) {
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if (values[i] > time)
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return i - step;
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i += step;
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}
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return n - step;
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}
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public function toString():String {
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return "Timeline " + Type.getClassName(Type.getClass(this));
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}
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}
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