spine-runtimes/spine-cpp/src/spine/EventTimeline.cpp

105 lines
3.5 KiB
C++

/******************************************************************************
* 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.
*****************************************************************************/
#include <spine/EventTimeline.h>
#include <spine/Event.h>
#include <spine/Skeleton.h>
#include <spine/Animation.h>
#include <spine/ArrayUtils.h>
#include <spine/EventData.h>
#include <spine/Property.h>
#include <spine/Slot.h>
#include <spine/SlotData.h>
#include <float.h>
using namespace spine;
RTTI_IMPL(EventTimeline, Timeline)
EventTimeline::EventTimeline(size_t frameCount) : Timeline(frameCount, 1) {
PropertyId ids[] = {((PropertyId) Property_Event << 32)};
setPropertyIds(ids, 1);
_events.setSize(frameCount, NULL);
}
EventTimeline::~EventTimeline() {
ArrayUtils::deleteElements(_events);
}
void EventTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose) {
if (pEvents == NULL) return;
Array<Event *> &events = *pEvents;
size_t frameCount = _frames.size();
if (lastTime > time) {
// Apply after lastTime for looped animations.
apply(skeleton, lastTime, FLT_MAX, pEvents, alpha, blend, direction, appliedPose);
lastTime = -1.0f;
} else if (lastTime >= _frames[frameCount - 1]) {
// Last time is after last frame.
return;
}
if (time < _frames[0]) return;// Time is before first frame.
int i;
if (lastTime < _frames[0]) {
i = 0;
} else {
i = Animation::search(_frames, lastTime) + 1;
float frameTime = _frames[i];
while (i > 0) {
// Fire multiple events with the same frame.
if (_frames[i - 1] != frameTime) break;
i--;
}
}
for (; (size_t) i < frameCount && time >= _frames[i]; i++) events.add(_events[i]);
}
void EventTimeline::setFrame(size_t frame, Event &event) {
_frames[frame] = event.getTime();
_events[frame] = &event;
}
size_t EventTimeline::getFrameCount() {
return _frames.size();
}
Array<Event *> &EventTimeline::getEvents() {
return _events;
}