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C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_Animation_h
#define Spine_Animation_h
#include <spine/Vector.h>
#include <spine/MixBlend.h>
#include <spine/MixDirection.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
namespace spine {
class Timeline;
class Skeleton;
class Event;
class SP_API Animation : public SpineObject {
friend class AnimationState;
friend class TrackEntry;
friend class AnimationStateData;
friend class AttachmentTimeline;
friend class ColorTimeline;
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 TwoColorTimeline;
public:
Animation(const String &name, Vector<Timeline *> &timelines, float duration);
~Animation();
/// Applies all the animation's timelines to the specified skeleton.
/// See also Timeline::apply(Skeleton&, float, float, Vector, float, MixPose, MixDirection)
void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Vector<Event *> *pEvents, float alpha,
MixBlend blend, MixDirection direction);
const String &getName();
Vector<Timeline *> &getTimelines();
float getDuration();
void setDuration(float inValue);
private:
Vector<Timeline *> _timelines;
float _duration;
String _name;
/// @param target After the first and before the last entry.
static int binarySearch(Vector<float> &values, float target, int step);
/// @param target After the first and before the last entry.
static int binarySearch(Vector<float> &values, float target);
static int linearSearch(Vector<float> &values, float target, int step);
};
}
#endif /* Spine_Animation_h */