103 lines
3.4 KiB
TypeScript

/******************************************************************************
* 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.
*****************************************************************************/
import type { SlotPose } from "src/SlotPose.js";
import type { TextureRegion } from "../Texture.js";
import { Utils } from "../Utils.js";
import type { HasTextureRegion } from "./HasTextureRegion.js";
export class Sequence {
private static _nextID = 0;
id = Sequence.nextID();
regions: Array<TextureRegion | null>;
start = 0;
digits = 0;
/** The index of the region to show for the setup pose. */
setupIndex = 0;
constructor (count: number) {
this.regions = new Array<TextureRegion>(count);
}
copy (): Sequence {
const copy = new Sequence(this.regions.length);
Utils.arrayCopy(this.regions, 0, copy.regions, 0, this.regions.length);
copy.start = this.start;
copy.digits = this.digits;
copy.setupIndex = this.setupIndex;
return copy;
}
apply (slot: SlotPose, attachment: HasTextureRegion) {
let index = slot.sequenceIndex;
if (index === -1) index = this.setupIndex;
if (index >= this.regions.length) index = this.regions.length - 1;
const region = this.regions[index];
if (attachment.region !== region) {
attachment.region = region;
attachment.updateRegion();
}
}
getPath (basePath: string, index: number): string {
let result = basePath;
const frame = (this.start + index).toString();
for (let i = this.digits - frame.length; i > 0; i--)
result += "0";
result += frame;
return result;
}
private static nextID (): number {
return Sequence._nextID++;
}
}
export enum SequenceMode {
hold = 0,
once = 1,
loop = 2,
pingpong = 3,
onceReverse = 4,
loopReverse = 5,
pingpongReverse = 6
}
export const SequenceModeValues = [
SequenceMode.hold,
SequenceMode.once,
SequenceMode.loop,
SequenceMode.pingpong,
SequenceMode.onceReverse,
SequenceMode.loopReverse,
SequenceMode.pingpongReverse
];