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