Mario Zechner 7b0bf128ff [cpp] Port AnimationState additive/hold rework, Skin placeholder rename, timeline API changes from spine-libgdx
- Replace MixBlend/MixDirection with bool fromSetup/add/out in all timeline apply() signatures
- Remove MixBlend.h and MixDirection.h (no longer used)
- Add Timeline::_additive and _instant fields
- Replace TrackEntry holdPrevious/interruptAlpha/mixBlend with additive/keepHold
- Rewrite AnimationState hold system with bitmask (Subsequent/First/Hold/HoldFirst)
- Rewrite applyMixingFrom alpha computation
- Rename Skin::AttachmentMap::Entry::_name to _placeholderName
- Fix SkeletonBinary::readLong() sign extension bug truncating 64-bit hashes
- Fix SkeletonSerializer sequence and bones null/empty parity with Java
- Add transition frame testing to HeadlessTest
- Port all doc updates from spine-libgdx
2026-03-24 21:09:50 +01:00

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#ifndef Spine_Timeline_h
#define Spine_Timeline_h
#include <spine/RTTI.h>
#include <spine/Array.h>
#include <spine/SpineObject.h>
#include <spine/Property.h>
namespace spine {
class Skeleton;
class Event;
class SP_API Timeline : public SpineObject {
RTTI_DECL_NOPARENT
public:
Timeline(size_t frameCount, size_t frameEntries);
virtual ~Timeline();
/// Applies this timeline to the skeleton.
/// @param skeleton The skeleton the timeline is applied to. This provides access to the bones, slots, and other skeleton
/// components the timelines may change.
/// @param lastTime The last time in seconds this timeline was applied. Some timelines trigger only at discrete times, in
/// which case all keys are triggered between lastTime (exclusive) and time (inclusive). Pass -1 the first time a
/// timeline is applied to ensure frame 0 is triggered.
/// @param time The time in seconds the skeleton is being posed for. Timelines find the frame before and after this time and
/// interpolate between the frame values.
/// @param events If any events are fired, they are added to this list. Can be NULL to ignore fired events or if no timelines
/// fire events.
/// @param alpha 0 applies setup or current values (depending on fromSetup), 1 uses timeline values, and intermediate values
/// interpolate between them. Adjusting alpha over time can mix a timeline in or out.
/// @param fromSetup If true, alpha transitions between setup and timeline values, setup values are used before the first
/// frame (current values are not used). If false, alpha transitions between current and timeline values, no change
/// is made before the first frame.
/// @param add If true, for timelines that support it, their values are added to the setup or current values (depending on
/// fromSetup).
/// @param out True when the animation is mixing out, else it is mixing in. Used by timelines that perform instant
/// transitions.
/// @param appliedPose True to modify the applied pose, else the pose is modified.
virtual void apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, bool fromSetup, bool add, bool out,
bool appliedPose) = 0;
/// True if this timeline supports additive blending.
bool getAdditive() {
return _additive;
}
/// True if this timeline sets values instantaneously and does not support interpolation between frames.
bool getInstant() {
return _instant;
}
size_t getFrameEntries();
size_t getFrameCount();
Array<float> &getFrames();
float getDuration();
virtual Array<PropertyId> &getPropertyIds();
protected:
void setPropertyIds(PropertyId propertyIds[], size_t propertyIdsCount);
Array<PropertyId> _propertyIds;
Array<float> _frames;
size_t _frameEntries;
bool _additive;
bool _instant;
};
}
#endif /* Spine_Timeline_h */