mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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166 lines
6.1 KiB
C++
166 lines
6.1 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_Animation_h
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#define Spine_Animation_h
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#include <spine/Array.h>
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#include <spine/HashMap.h>
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#include <spine/MixBlend.h>
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#include <spine/MixDirection.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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#include <spine/Property.h>
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namespace spine {
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class Timeline;
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class BoneTimeline;
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class Skeleton;
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class Event;
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class AnimationState;
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/// Stores a list of timelines to animate a skeleton's pose over time.
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class SP_API Animation : public SpineObject {
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friend class AnimationState;
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friend class TrackEntry;
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friend class AnimationStateData;
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friend class AttachmentTimeline;
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friend class RGBATimeline;
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friend class RGBTimeline;
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friend class AlphaTimeline;
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friend class RGBA2Timeline;
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friend class RGB2Timeline;
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friend class DeformTimeline;
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friend class DrawOrderTimeline;
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friend class EventTimeline;
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friend class IkConstraintTimeline;
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friend class PathConstraintMixTimeline;
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friend class PathConstraintPositionTimeline;
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friend class PathConstraintSpacingTimeline;
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friend class RotateTimeline;
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friend class ScaleTimeline;
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friend class ShearTimeline;
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friend class TransformConstraintTimeline;
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friend class TranslateTimeline;
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friend class TranslateXTimeline;
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friend class TranslateYTimeline;
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friend class TwoColorTimeline;
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friend class Slider;
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public:
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Animation(const String &name, Array<Timeline *> &timelines, float duration);
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~Animation();
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/// If the returned array or the timelines it contains are modified, setTimelines() must be called.
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Array<Timeline *> &getTimelines();
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void setTimelines(Array<Timeline *> &timelines);
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/// Returns true if this animation contains a timeline with any of the specified property IDs.
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bool hasTimeline(Array<PropertyId> &ids);
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/// The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
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/// used to know when it has completed and when it should loop back to the start.
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float getDuration();
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void setDuration(float inValue);
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/// Applies the animation's timelines to the specified skeleton.
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///
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/// See Timeline::apply().
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/// @param skeleton The skeleton the animation is being applied to. This provides access to the bones, slots, and other skeleton
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/// components the timelines may change.
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/// @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at specific times rather
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/// than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered.
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/// @param time The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after
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/// this time and interpolate between the frame values. If beyond the getDuration() and loop is
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/// true then the animation will repeat, else the last frame will be applied.
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/// @param loop If true, the animation repeats after the getDuration().
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/// @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if no timelines
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/// fire events.
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/// @param alpha 0 applies the current or setup values (depending on blend). 1 applies the timeline values. Between
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/// 0 and 1 applies values between the current or setup values and the timeline values. By adjusting
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/// alpha over time, an animation can be mixed in or out. alpha can also be useful to apply
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/// animations on top of each other (layering).
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/// @param blend Controls how mixing is applied when alpha < 1.
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/// @param direction Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions,
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/// such as DrawOrderTimeline or AttachmentTimeline.
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void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Array<Event *> *events, float alpha, MixBlend blend,
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MixDirection direction, bool appliedPose);
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/// The animation's name, which is unique across all animations in the skeleton.
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const String &getName();
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/// The bone indices affected by this animation.
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const Array<int> &getBones();
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/// @param target After the first and before the last entry.
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static int search(Array<float> &values, float target);
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static int search(Array<float> &values, float target, int step);
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protected:
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Array<Timeline *> _timelines;
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HashMap<PropertyId, bool> _timelineIds;
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Array<int> _bones;
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float _duration;
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String _name;
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};
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}
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#endif /* Spine_Animation_h */
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