mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-25 22:23:42 +08:00
152 lines
4.4 KiB
C++
152 lines
4.4 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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
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* or 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_Sequence_h
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#define Spine_Sequence_h
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#include <spine/Array.h>
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#include <spine/RTTI.h>
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#include <spine/SpineString.h>
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#include <spine/TextureRegion.h>
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namespace spine {
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class SlotPose;
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class RegionAttachment;
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class MeshAttachment;
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class SkeletonBinary;
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class SkeletonJson;
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/// Holds texture regions, UVs, and vertex offsets for rendering a region or mesh attachment.
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/// Regions must be populated and update() called before use.
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class SP_API Sequence : public SpineObject {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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public:
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Sequence(int count, bool pathSuffix);
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/// Copy constructor.
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Sequence(const Sequence &other);
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~Sequence();
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/// Computes UVs and offsets for the specified attachment. Must be called if the regions
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/// or attachment properties are changed.
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void update(RegionAttachment &attachment);
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void update(MeshAttachment &attachment);
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Array<TextureRegion *> &getRegions() {
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return _regions;
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}
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int resolveIndex(SlotPose &pose);
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TextureRegion *getRegion(int index);
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Array<float> &getUVs(int index);
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/// Returns vertex offsets from the center of a RegionAttachment. Invalid to call for a MeshAttachment.
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Array<float> &getOffsets(int index);
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int getStart() {
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return _start;
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}
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void setStart(int start) {
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_start = start;
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}
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int getDigits() {
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return _digits;
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}
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void setDigits(int digits) {
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_digits = digits;
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}
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/// The index of the region to show for the setup pose.
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int getSetupIndex() {
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return _setupIndex;
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}
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void setSetupIndex(int setupIndex) {
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_setupIndex = setupIndex;
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}
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bool hasPathSuffix() {
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return _pathSuffix;
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}
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String &getPath(const String &basePath, int index);
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/// Returns a unique ID for this attachment.
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int getId() {
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return _id;
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}
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private:
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static int _nextID;
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int _id;
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Array<TextureRegion *> _regions;
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bool _pathSuffix;
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Array<Array<float>> _uvs;
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Array<Array<float>> _offsets;
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int _start;
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int _digits;
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int _setupIndex;
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String _tmpPath;
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static int nextID();
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};
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enum SequenceMode {
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SequenceMode_hold = 0,
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SequenceMode_once = 1,
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SequenceMode_loop = 2,
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SequenceMode_pingpong = 3,
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SequenceMode_onceReverse = 4,
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SequenceMode_loopReverse = 5,
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SequenceMode_pingpongReverse = 6
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};
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inline SequenceMode SequenceMode_valueOf(const String &value) {
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if (value == "hold") return SequenceMode_hold;
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if (value == "once") return SequenceMode_once;
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if (value == "loop") return SequenceMode_loop;
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if (value == "pingpong") return SequenceMode_pingpong;
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if (value == "onceReverse") return SequenceMode_onceReverse;
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if (value == "loopReverse") return SequenceMode_loopReverse;
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if (value == "pingpongReverse") return SequenceMode_pingpongReverse;
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return SequenceMode_hold;
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}
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}
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#endif
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