2025-07-30 09:41:42 +02:00

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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_Animation_h
#define Spine_Animation_h
#include <spine/Array.h>
#include <spine/HashMap.h>
#include <spine/MixBlend.h>
#include <spine/MixDirection.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/Property.h>
namespace spine {
class Timeline;
class BoneTimeline;
class Skeleton;
class Event;
class AnimationState;
/// Stores a list of timelines to animate a skeleton's pose over time.
class SP_API Animation : public SpineObject {
friend class AnimationState;
friend class TrackEntry;
friend class AnimationStateData;
friend class AttachmentTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
friend class DeformTimeline;
friend class DrawOrderTimeline;
friend class EventTimeline;
friend class IkConstraintTimeline;
friend class PathConstraintMixTimeline;
friend class PathConstraintPositionTimeline;
friend class PathConstraintSpacingTimeline;
friend class RotateTimeline;
friend class ScaleTimeline;
friend class ShearTimeline;
friend class TransformConstraintTimeline;
friend class TranslateTimeline;
friend class TranslateXTimeline;
friend class TranslateYTimeline;
friend class TwoColorTimeline;
friend class Slider;
public:
Animation(const String &name, Array<Timeline *> &timelines, float duration);
~Animation();
/// If the returned array or the timelines it contains are modified, setTimelines() must be called.
Array<Timeline *> &getTimelines();
void setTimelines(Array<Timeline *> &timelines);
/// Returns true if this animation contains a timeline with any of the specified property IDs.
bool hasTimeline(Array<PropertyId> &ids);
/// The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
/// used to know when it has completed and when it should loop back to the start.
float getDuration();
void setDuration(float inValue);
/// Applies the animation's timelines to the specified skeleton.
///
/// See Timeline::apply().
/// @param skeleton The skeleton the animation is being 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 animation was applied. Some timelines trigger only at specific times rather
/// than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered.
/// @param time The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after
/// this time and interpolate between the frame values. If beyond the getDuration() and loop is
/// true then the animation will repeat, else the last frame will be applied.
/// @param loop If true, the animation repeats after the getDuration().
/// @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 the current or setup values (depending on blend). 1 applies the timeline values. Between
/// 0 and 1 applies values between the current or setup values and the timeline values. By adjusting
/// alpha over time, an animation can be mixed in or out. alpha can also be useful to apply
/// animations on top of each other (layering).
/// @param blend Controls how mixing is applied when alpha < 1.
/// @param direction Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions,
/// such as DrawOrderTimeline or AttachmentTimeline.
void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Array<Event *> *events, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose);
/// The animation's name, which is unique across all animations in the skeleton.
const String &getName();
/// The bone indices affected by this animation.
const Array<int> &getBones();
/// @param target After the first and before the last entry.
static int search(Array<float> &values, float target);
static int search(Array<float> &values, float target, int step);
protected:
Array<Timeline *> _timelines;
HashMap<PropertyId, bool> _timelineIds;
Array<int> _bones;
float _duration;
String _name;
};
}
#endif /* Spine_Animation_h */