2023-09-14 11:33:15 +02:00

85 lines
3.0 KiB
Haxe

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC 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 THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.animation;
import spine.Event;
import spine.Skeleton;
import openfl.Vector;
class Timeline {
public var propertyIds:Vector<String>;
public var frames:Vector<Float>;
public function new(frameCount:Int, propertyIds:Vector<String>) {
this.propertyIds = propertyIds;
frames = new Vector<Float>(frameCount * getFrameEntries(), true);
}
public function getFrameEntries():Int {
return 1;
}
public function getFrameCount():Int {
return Std.int(frames.length / getFrameEntries());
}
public function getDuration():Float {
return frames[frames.length - getFrameEntries()];
}
public function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Vector<Event>, alpha:Float, blend:MixBlend, direction:MixDirection):Void {
throw new SpineException("Timeline implementations must override apply()");
}
public static function search1(frames:Vector<Float>, time:Float):Int {
var n:Int = frames.length;
for (i in 1...n) {
if (frames[i] > time)
return i - 1;
}
return n - 1;
}
public static function search(values:Vector<Float>, time:Float, step:Int):Int {
var n:Int = values.length;
var i:Int = step;
while (i < n) {
if (values[i] > time)
return i - step;
i += step;
}
return n - step;
}
public function toString():String {
return "Timeline " + Type.getClassName(Type.getClass(this));
}
}