1403 lines
57 KiB
Java

/******************************************************************************
* 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.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.IntArray;
import com.badlogic.gdx.utils.Null;
import com.badlogic.gdx.utils.ObjectSet;
import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.utils.Pool.Poolable;
import com.badlogic.gdx.utils.SnapshotArray;
import com.esotericsoftware.spine.Animation.AttachmentTimeline;
import com.esotericsoftware.spine.Animation.DrawOrderFolderTimeline;
import com.esotericsoftware.spine.Animation.DrawOrderTimeline;
import com.esotericsoftware.spine.Animation.RotateTimeline;
import com.esotericsoftware.spine.Animation.Timeline;
/** Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
* multiple animations on top of each other (layering).
* <p>
* See <a href='https://esotericsoftware.com/spine-applying-animations#AnimationState-API'>Applying Animations</a> in the Spine
* Runtimes Guide. */
public class AnimationState {
static final Animation emptyAnimation = new Animation("<empty>", new Array(true, 0, Timeline[]::new), 0);
static private final int SUBSEQUENT = 0, FIRST = 1, HOLD = 2, HOLD_FIRST = 3, SETUP = 1, CURRENT = 2;
private AnimationStateData data;
final Array<TrackEntry> tracks = new Array(true, 4, TrackEntry[]::new);
private final Array<Event> events = new Array(true, 4, Event[]::new);
final SnapshotArray<AnimationStateListener> listeners = new SnapshotArray(true, 16, AnimationStateListener[]::new);
private final EventQueue queue = new EventQueue();
private final ObjectSet<String> propertyIds = new ObjectSet();
boolean animationsChanged;
private float timeScale = 1;
private int unkeyedState;
final Pool<TrackEntry> trackEntryPool = new Pool() {
protected Object newObject () {
return new TrackEntry();
}
};
/** Creates an uninitialized AnimationState. The animation state data must be set before use. */
public AnimationState () {
}
public AnimationState (AnimationStateData data) {
if (data == null) throw new IllegalArgumentException("data cannot be null.");
this.data = data;
}
/** Increments each track entry {@link TrackEntry#trackTime}, setting queued animations as current if needed. */
public void update (float delta) {
delta *= timeScale;
TrackEntry[] tracks = this.tracks.items;
for (int i = 0, n = this.tracks.size; i < n; i++) {
TrackEntry current = tracks[i];
if (current == null) continue;
current.animationLast = current.nextAnimationLast;
current.trackLast = current.nextTrackLast;
float currentDelta = delta * current.timeScale;
if (current.delay > 0) {
current.delay -= currentDelta;
if (current.delay > 0) continue;
currentDelta = -current.delay;
current.delay = 0;
}
TrackEntry next = current.next;
if (next != null) {
// When the next entry's delay is passed, change to the next entry, preserving leftover time.
float nextTime = current.trackLast - next.delay;
if (nextTime >= 0) {
next.delay = 0;
next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
current.trackTime += currentDelta;
setCurrent(i, next, true);
while (next.mixingFrom != null) {
next.mixTime += delta;
next = next.mixingFrom;
}
continue;
}
} else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
tracks[i] = null;
queue.end(current);
clearNext(current);
continue;
}
if (current.mixingFrom != null && updateMixingFrom(current, delta)) {
// End mixing from entries once all have completed.
TrackEntry from = current.mixingFrom;
current.mixingFrom = null;
if (from != null) from.mixingTo = null;
while (from != null) {
queue.end(from);
from = from.mixingFrom;
}
}
current.trackTime += currentDelta;
}
queue.drain();
}
/** Returns true when all mixing from entries are complete. */
private boolean updateMixingFrom (TrackEntry to, float delta) {
TrackEntry from = to.mixingFrom;
if (from == null) return true;
boolean finished = updateMixingFrom(from, delta);
from.animationLast = from.nextAnimationLast;
from.trackLast = from.nextTrackLast;
// The from entry was applied at least once and the mix is complete.
if (to.nextTrackLast != -1 && to.mixTime >= to.mixDuration) {
// Mixing is complete for all entries before the from entry or the mix is instantaneous.
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
if (from.totalAlpha == 0) {
for (TrackEntry next = to; next.mixingTo != null; next = next.mixingTo)
next.keepHold = true;
}
queue.end(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta;
return false;
}
/** Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
* skeletons to pose them identically.
* @return True if any animations were applied. */
public boolean apply (Skeleton skeleton) {
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
if (animationsChanged) animationsChanged();
Array<Event> events = this.events;
boolean applied = false;
TrackEntry[] tracks = this.tracks.items;
for (int i = 0, n = this.tracks.size; i < n; i++) {
TrackEntry current = tracks[i];
if (current == null || current.delay > 0) continue;
applied = true;
// Apply mixing from entries first.
float alpha = current.alpha;
if (current.mixingFrom != null)
alpha *= applyMixingFrom(current, skeleton);
else if (current.trackTime >= current.trackEnd && current.next == null) //
alpha = 0; // Set to setup pose the last time the entry will be applied.
// Apply current entry.
float animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime;
Array<Event> applyEvents = events;
if (current.reverse) {
applyTime = current.animation.duration - applyTime;
applyEvents = null;
}
int timelineCount = current.animation.timelines.size;
Timeline[] timelines = current.animation.timelines.items;
if (i == 0 && alpha == 1) {
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelines[ii];
if (timeline instanceof AttachmentTimeline attachmentTimeline)
applyAttachmentTimeline(attachmentTimeline, skeleton, applyTime, true, false, true);
else
timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, true, false, false, false);
}
} else {
int[] timelineMode = current.timelineMode.items;
boolean attachments = alpha >= current.alphaAttachmentThreshold;
boolean add = current.additive, shortestRotation = add || current.shortestRotation;
boolean firstFrame = !shortestRotation && current.timelinesRotation.size != timelineCount << 1;
float[] timelinesRotation = firstFrame ? current.timelinesRotation.setSize(timelineCount << 1)
: current.timelinesRotation.items;
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelines[ii];
boolean fromSetup = (timelineMode[ii] & FIRST) != 0;
if (!shortestRotation && timeline instanceof RotateTimeline rotateTimeline) {
applyRotateTimeline(rotateTimeline, skeleton, applyTime, alpha, fromSetup, timelinesRotation, ii << 1,
firstFrame);
} else if (timeline instanceof AttachmentTimeline attachmentTimeline)
applyAttachmentTimeline(attachmentTimeline, skeleton, applyTime, fromSetup, false, attachments);
else
timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, fromSetup, add, false, false);
}
}
queueEvents(current, animationTime);
events.clear();
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
// Set slots attachments to the setup pose, if needed. This occurs if an animation that is mixing out sets attachments so
// subsequent timelines see any deform, but the subsequent timelines don't set an attachment (eg they are also mixing out or
// the time is before the first key).
int setupState = unkeyedState + SETUP;
Slot[] slots = skeleton.slots.items;
for (int i = 0, n = skeleton.slots.size; i < n; i++) {
var slot = slots[i];
if (slot.attachmentState == setupState) {
String attachmentName = slot.data.attachmentName;
slot.pose.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName));
}
}
unkeyedState += 2; // Increasing after each use avoids the need to reset attachmentState for every slot.
queue.drain();
return applied;
}
private float applyMixingFrom (TrackEntry to, Skeleton skeleton) {
TrackEntry from = to.mixingFrom;
float fromMix = from.mixingFrom != null ? applyMixingFrom(from, skeleton) : 1;
float mix = to.mixDuration == 0 ? 1 : Math.min(1, to.mixTime / to.mixDuration);
float a = from.alpha * fromMix, keep = 1 - mix * to.alpha;
float alphaMix = a * (1 - mix), alphaHold = keep > 0 ? alphaMix / keep : a;
int timelineCount = from.animation.timelines.size;
Timeline[] timelines = from.animation.timelines.items;
int[] timelineMode = from.timelineMode.items;
TrackEntry[] timelineHoldMix = from.timelineHoldMix.items;
boolean attachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold;
boolean add = from.additive, shortestRotation = add || from.shortestRotation;
boolean firstFrame = !shortestRotation && from.timelinesRotation.size != timelineCount << 1;
float[] timelinesRotation = firstFrame ? from.timelinesRotation.setSize(timelineCount << 1) : from.timelinesRotation.items;
float animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime;
Array<Event> events = null;
if (from.reverse)
applyTime = from.animation.duration - applyTime;
else if (mix < from.eventThreshold) //
events = this.events;
from.totalAlpha = 0;
for (int i = 0; i < timelineCount; i++) {
Timeline timeline = timelines[i];
int mode = timelineMode[i];
float alpha;
if ((mode & HOLD) != 0) {
TrackEntry holdMix = timelineHoldMix[i];
alpha = holdMix == null ? alphaHold : alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
} else {
if (!drawOrder && timeline instanceof DrawOrderTimeline) continue;
alpha = alphaMix;
}
from.totalAlpha += alpha;
boolean fromSetup = (mode & FIRST) != 0;
if (!shortestRotation && timeline instanceof RotateTimeline rotateTimeline) {
applyRotateTimeline(rotateTimeline, skeleton, applyTime, alpha, fromSetup, timelinesRotation, i << 1, firstFrame);
} else if (timeline instanceof AttachmentTimeline attachmentTimeline)
applyAttachmentTimeline(attachmentTimeline, skeleton, applyTime, fromSetup, true,
attachments && alpha >= from.alphaAttachmentThreshold);
else {
boolean out = !drawOrder || !(timeline instanceof DrawOrderTimeline) || !fromSetup;
timeline.apply(skeleton, animationLast, applyTime, events, alpha, fromSetup, add, out, false);
}
}
if (to.mixDuration > 0) queueEvents(from, animationTime);
this.events.clear();
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
/** Applies the attachment timeline and sets {@link Slot#attachmentState}.
* @param attachments False when: 1) the attachment timeline is mixing out, 2) mix < attachmentThreshold, and 3) the timeline
* is not the last timeline to set the slot's attachment. In that case the timeline is applied only so subsequent
* timelines see any deform. */
private void applyAttachmentTimeline (AttachmentTimeline timeline, Skeleton skeleton, float time, boolean fromSetup,
boolean out, boolean attachments) {
Slot slot = skeleton.slots.items[timeline.slotIndex];
if (!slot.bone.active) return;
if (out || time < timeline.frames[0]) {
if (fromSetup) setAttachment(skeleton, slot, slot.data.attachmentName, attachments);
} else
setAttachment(skeleton, slot, timeline.attachmentNames[Timeline.search(timeline.frames, time)], attachments);
// If an attachment wasn't set (ie before the first frame or attachments is false), set the setup attachment later.
if (slot.attachmentState <= unkeyedState) slot.attachmentState = unkeyedState + SETUP;
}
private void setAttachment (Skeleton skeleton, Slot slot, String attachmentName, boolean attachments) {
slot.pose.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName));
if (attachments) slot.attachmentState = unkeyedState + CURRENT;
}
/** Applies the rotate timeline, mixing with the current pose while keeping the same rotation direction chosen as the shortest
* the first time the mixing was applied. */
private void applyRotateTimeline (RotateTimeline timeline, Skeleton skeleton, float time, float alpha, boolean fromSetup,
float[] timelinesRotation, int i, boolean firstFrame) {
if (firstFrame) timelinesRotation[i] = 0;
if (alpha == 1) {
timeline.apply(skeleton, 0, time, null, 1, fromSetup, false, false, false);
return;
}
Bone bone = skeleton.bones.items[timeline.boneIndex];
if (!bone.active) return;
BonePose pose = bone.pose, setup = bone.data.setup;
float[] frames = timeline.frames;
if (time < frames[0]) { // Time is before first frame.
if (fromSetup) pose.rotation = setup.rotation;
return;
}
float r1 = fromSetup ? setup.rotation : pose.rotation;
float r2 = setup.rotation + timeline.getCurveValue(time);
// Mix between rotations using the direction of the shortest route on the first frame.
float total, diff = r2 - r1;
diff -= (float)Math.ceil(diff / 360 - 0.5f) * 360;
if (diff == 0)
total = timelinesRotation[i];
else {
float lastTotal, lastDiff;
if (firstFrame) {
lastTotal = 0;
lastDiff = diff;
} else {
lastTotal = timelinesRotation[i];
lastDiff = timelinesRotation[i + 1];
}
float loops = lastTotal - lastTotal % 360;
total = diff + loops;
boolean current = diff >= 0, dir = lastTotal >= 0;
if (Math.abs(lastDiff) <= 90 && Math.signum(lastDiff) != Math.signum(diff)) {
if (Math.abs(lastTotal - loops) > 180) {
total += 360 * Math.signum(lastTotal);
dir = current;
} else if (loops != 0)
total -= 360 * Math.signum(lastTotal);
else
dir = current;
}
if (dir != current) total += 360 * Math.signum(lastTotal);
timelinesRotation[i] = total;
}
timelinesRotation[i + 1] = diff;
pose.rotation = r1 + total * alpha;
}
private void queueEvents (TrackEntry entry, float animationTime) {
float animationStart = entry.animationStart, animationEnd = entry.animationEnd;
float duration = animationEnd - animationStart;
float trackLastWrapped = entry.trackLast % duration;
// Queue events before complete.
Event[] events = this.events.items;
int i = 0, n = this.events.size;
for (; i < n; i++) {
Event event = events[i];
if (event.time < trackLastWrapped) break;
if (event.time > animationEnd) continue; // Discard events outside animation start/end.
queue.event(entry, event);
}
// Queue complete if completed a loop iteration or the animation.
boolean complete;
if (entry.loop) {
if (duration == 0)
complete = true;
else {
int cycles = (int)(entry.trackTime / duration);
complete = cycles > 0 && cycles > (int)(entry.trackLast / duration);
}
} else
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
if (complete) queue.complete(entry);
// Queue events after complete.
for (; i < n; i++) {
Event event = events[i];
if (event.time < animationStart) continue; // Discard events outside animation start/end.
queue.event(entry, event);
}
}
/** Removes all animations from all tracks, leaving skeletons in their current pose.
* <p>
* Usually you want to use {@link #setEmptyAnimations(float)} to mix the skeletons back to the setup pose, rather than leaving
* them in their current pose. */
public void clearTracks () {
boolean oldDrainDisabled = queue.drainDisabled;
queue.drainDisabled = true;
for (int i = 0, n = tracks.size; i < n; i++)
clearTrack(i);
tracks.clear();
queue.drainDisabled = oldDrainDisabled;
queue.drain();
}
/** Removes all animations from the track, leaving skeletons in their current pose.
* <p>
* Usually you want to use {@link #setEmptyAnimation(int, float)} to mix the skeletons back to the setup pose, rather than
* leaving them in their current pose. */
public void clearTrack (int trackIndex) {
if (trackIndex < 0) throw new IllegalArgumentException("trackIndex must be >= 0.");
if (trackIndex >= tracks.size) return;
TrackEntry current = tracks.items[trackIndex];
if (current == null) return;
queue.end(current);
clearNext(current);
TrackEntry entry = current;
while (true) {
TrackEntry from = entry.mixingFrom;
if (from == null) break;
queue.end(from);
entry.mixingFrom = null;
entry.mixingTo = null;
entry = from;
}
tracks.items[current.trackIndex] = null;
queue.drain();
}
private void setCurrent (int index, TrackEntry current, boolean interrupt) {
TrackEntry from = expandToIndex(index);
tracks.items[index] = current;
current.previous = null;
if (from != null) {
if (interrupt) queue.interrupt(from);
current.mixingFrom = from;
from.mixingTo = current;
current.mixTime = 0;
from.timelinesRotation.clear(); // Reset rotation for mixing out, in case entry was mixed in.
}
queue.start(current);
}
/** Sets an animation by name.
* <p>
* See {@link #setAnimation(int, Animation, boolean)}. */
public TrackEntry setAnimation (int trackIndex, String animationName, boolean loop) {
Animation animation = data.skeletonData.findAnimation(animationName);
if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName);
return setAnimation(trackIndex, animation, loop);
}
/** Sets the current animation for a track, discarding any queued animations.
* <p>
* If the formerly current track entry is for the same animation and was never applied to a skeleton, it is replaced (not mixed
* from).
* @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
* duration. In either case {@link TrackEntry#trackEnd} determines when the track is cleared.
* @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose(TrackEntry)} event occurs. */
public TrackEntry setAnimation (int trackIndex, Animation animation, boolean loop) {
if (trackIndex < 0) throw new IllegalArgumentException("trackIndex must be >= 0.");
if (animation == null) throw new IllegalArgumentException("animation cannot be null.");
boolean interrupt = true;
TrackEntry current = expandToIndex(trackIndex);
if (current != null) {
if (current.nextTrackLast == -1 && current.animation == animation) {
// Don't mix from an entry that was never applied.
tracks.items[trackIndex] = current.mixingFrom;
queue.interrupt(current);
queue.end(current);
clearNext(current);
current = current.mixingFrom;
interrupt = false; // mixingFrom is current again, but don't interrupt it twice.
} else
clearNext(current);
}
TrackEntry entry = trackEntry(trackIndex, animation, loop, current);
setCurrent(trackIndex, entry, interrupt);
queue.drain();
return entry;
}
/** Queues an animation by name.
* <p>
* See {@link #addAnimation(int, Animation, boolean, float)}. */
public TrackEntry addAnimation (int trackIndex, String animationName, boolean loop, float delay) {
Animation animation = data.skeletonData.findAnimation(animationName);
if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName);
return addAnimation(trackIndex, animation, loop, delay);
}
/** Adds an animation to be played after the current or last queued animation for a track. If the track has no entries, this is
* equivalent to calling {@link #setAnimation(int, Animation, boolean)}.
* @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry minus
* any mix duration (from {@link #data}) plus the specified <code>delay</code> (ie the mix ends at (when
* <code>delay</code> = 0) or before (when <code>delay</code> < 0) the previous track entry duration). If the
* previous entry is looping, its next loop completion is used instead of its duration.
* @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose(TrackEntry)} event occurs. */
public TrackEntry addAnimation (int trackIndex, Animation animation, boolean loop, float delay) {
if (trackIndex < 0) throw new IllegalArgumentException("trackIndex must be >= 0.");
if (animation == null) throw new IllegalArgumentException("animation cannot be null.");
TrackEntry last = expandToIndex(trackIndex);
if (last != null) {
while (last.next != null)
last = last.next;
}
TrackEntry entry = trackEntry(trackIndex, animation, loop, last);
if (last == null) {
setCurrent(trackIndex, entry, true);
queue.drain();
if (delay < 0) delay = 0;
} else {
last.next = entry;
entry.previous = last;
if (delay <= 0) delay = Math.max(delay + last.getTrackComplete() - entry.mixDuration, 0);
}
entry.delay = delay;
return entry;
}
/** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
* {@link TrackEntry#mixDuration}. An empty animation has no timelines and serves as a placeholder for mixing in or out.
* <p>
* Mixing out is done by setting an empty animation with a mix duration using either {@link #setEmptyAnimation(int, float)},
* {@link #setEmptyAnimations(float)}, or {@link #addEmptyAnimation(int, float, float)}. Mixing to an empty animation causes
* the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
* transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
* 0 still needs to be applied one more time to mix out, so the properties it was animating are reverted.
* <p>
* Mixing in is done by first setting an empty animation, then adding an animation using
* {@link #addAnimation(int, Animation, boolean, float)} with the desired delay (an empty animation has a duration of 0) and on
* the returned track entry set {@link TrackEntry#setMixDuration(float)}. Mixing from an empty animation causes the new
* animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value
* from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new animation.
* <p>
* See <a href='https://esotericsoftware.com/spine-applying-animations#Empty-animations'>Empty animations</a> in the Spine
* Runtimes Guide. */
public TrackEntry setEmptyAnimation (int trackIndex, float mixDuration) {
TrackEntry entry = setAnimation(trackIndex, emptyAnimation, false);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
* {@link TrackEntry#mixDuration}. If the track has no entries, it is equivalent to calling
* {@link #setEmptyAnimation(int, float)}.
* <p>
* See {@link #setEmptyAnimation(int, float)} and
* <a href='https://esotericsoftware.com/spine-applying-animations#Empty-animations'>Empty animations</a> in the Spine Runtimes
* Guide.
* @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry minus
* any mix duration plus the specified <code>delay</code> (ie the mix ends at (when <code>delay</code> = 0) or before
* (when <code>delay</code> < 0) the previous track entry duration). If the previous entry is looping, its next loop
* completion is used instead of its duration.
* @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose(TrackEntry)} event occurs. */
public TrackEntry addEmptyAnimation (int trackIndex, float mixDuration, float delay) {
TrackEntry entry = addAnimation(trackIndex, emptyAnimation, false, delay);
if (delay <= 0) entry.delay = Math.max(entry.delay + entry.mixDuration - mixDuration, 0);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.
* <p>
* See <a href='https://esotericsoftware.com/spine-applying-animations#Empty-animations'>Empty animations</a> in the Spine
* Runtimes Guide. */
public void setEmptyAnimations (float mixDuration) {
boolean oldDrainDisabled = queue.drainDisabled;
queue.drainDisabled = true;
TrackEntry[] tracks = this.tracks.items;
for (int i = 0, n = this.tracks.size; i < n; i++) {
TrackEntry current = tracks[i];
if (current != null) setEmptyAnimation(current.trackIndex, mixDuration);
}
queue.drainDisabled = oldDrainDisabled;
queue.drain();
}
private TrackEntry expandToIndex (int index) {
if (index < tracks.size) return tracks.items[index];
tracks.ensureCapacity(index - tracks.size + 1);
tracks.size = index + 1;
return null;
}
private TrackEntry trackEntry (int trackIndex, Animation animation, boolean loop, @Null TrackEntry last) {
TrackEntry entry = trackEntryPool.obtain();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.additive = false;
entry.reverse = false;
entry.shortestRotation = false;
entry.eventThreshold = 0;
entry.alphaAttachmentThreshold = 0;
entry.mixAttachmentThreshold = 0;
entry.mixDrawOrderThreshold = 0;
entry.animationStart = 0;
entry.animationEnd = animation.getDuration();
entry.animationLast = -1;
entry.nextAnimationLast = -1;
entry.delay = 0;
entry.trackTime = 0;
entry.trackLast = -1;
entry.nextTrackLast = -1;
entry.trackEnd = Float.MAX_VALUE;
entry.timeScale = 1;
entry.alpha = 1;
entry.mixTime = 0;
entry.mixDuration = last == null ? 0 : data.getMix(last.animation, animation);
entry.totalAlpha = 0;
entry.keepHold = false;
return entry;
}
/** Removes {@link TrackEntry#next} and all entries after it for the specified entry. */
public void clearNext (TrackEntry entry) {
TrackEntry next = entry.next;
while (next != null) {
queue.dispose(next);
next = next.next;
}
entry.next = null;
}
void animationsChanged () {
animationsChanged = false;
// Process in the order that animations are applied.
int n = tracks.size;
TrackEntry[] tracks = this.tracks.items;
for (int i = 0; i < n; i++) {
TrackEntry entry = tracks[i];
if (entry == null) continue;
while (entry.mixingFrom != null) // Move to last entry, then iterate in reverse.
entry = entry.mixingFrom;
do {
computeHold(entry);
entry = entry.mixingTo;
} while (entry != null);
}
propertyIds.clear(2048);
}
private void computeHold (TrackEntry entry) {
Timeline[] timelines = entry.animation.timelines.items;
int timelinesCount = entry.animation.timelines.size;
int[] timelineMode = entry.timelineMode.setSize(timelinesCount);
entry.timelineHoldMix.clear();
TrackEntry[] timelineHoldMix = entry.timelineHoldMix.setSize(timelinesCount);
ObjectSet<String> propertyIds = this.propertyIds;
boolean add = entry.additive, keepHold = entry.keepHold;
TrackEntry to = entry.mixingTo;
outer:
for (int i = 0; i < timelinesCount; i++) {
Timeline timeline = timelines[i];
String[] ids = timeline.propertyIds;
boolean first = propertyIds.addAll(ids)
&& !(timeline instanceof DrawOrderFolderTimeline && propertyIds.contains(DrawOrderTimeline.propertyID));
if (add && timeline.additive) {
timelineMode[i] = first ? FIRST : SUBSEQUENT;
continue;
}
for (TrackEntry from = entry.mixingFrom; from != null; from = from.mixingFrom) {
if (from.animation.hasTimeline(ids)) {
// An earlier entry on this track keys this property, isolating it from lower tracks.
timelineMode[i] = SUBSEQUENT;
continue outer;
}
}
// Hold if the next entry will overwrite this property.
int mode;
if (to == null || timeline.instant || (to.additive && timeline.additive) || !to.animation.hasTimeline(ids))
mode = first ? FIRST : SUBSEQUENT;
else {
mode = first ? HOLD_FIRST : HOLD;
// Find next entry that doesn't overwrite this property. Its mix fades out the hold, instead of it ending abruptly.
for (TrackEntry next = to.mixingTo; next != null; next = next.mixingTo) {
if ((next.additive && timeline.additive) || !next.animation.hasTimeline(ids)) {
if (next.mixDuration > 0) timelineHoldMix[i] = next;
break;
}
}
}
if (keepHold) mode = (mode & ~HOLD) | (timelineMode[i] & HOLD);
timelineMode[i] = mode;
}
}
/** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */
public @Null TrackEntry getCurrent (int trackIndex) {
if (trackIndex < 0) throw new IllegalArgumentException("trackIndex must be >= 0.");
if (trackIndex >= tracks.size) return null;
return tracks.items[trackIndex];
}
/** Adds a listener to receive events for all track entries. */
public void addListener (AnimationStateListener listener) {
if (listener == null) throw new IllegalArgumentException("listener cannot be null.");
listeners.add(listener);
}
/** Removes the listener added with {@link #addListener(AnimationStateListener)}. */
public void removeListener (AnimationStateListener listener) {
listeners.removeValue(listener, true);
}
/** Removes all listeners added with {@link #addListener(AnimationStateListener)}. */
public void clearListeners () {
listeners.clear();
}
/** Discards all listener notifications that have not yet been delivered. This can be useful to call from an
* {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery
* are not wanted because new animations are being set. */
public void clearListenerNotifications () {
queue.clear();
}
/** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
* or faster. Defaults to 1.
* <p>
* See {@link TrackEntry#timeScale} to affect a single animation. */
public float getTimeScale () {
return timeScale;
}
public void setTimeScale (float timeScale) {
this.timeScale = timeScale;
}
/** The {@link AnimationStateData} to look up mix durations. */
public AnimationStateData getData () {
return data;
}
public void setData (AnimationStateData data) {
if (data == null) throw new IllegalArgumentException("data cannot be null.");
this.data = data;
}
/** The list of tracks that have had animations. May contain null entries for tracks that currently have no animation. */
public Array<TrackEntry> getTracks () {
return tracks;
}
public String toString () {
var buffer = new StringBuilder(64);
TrackEntry[] tracks = this.tracks.items;
for (int i = 0, n = this.tracks.size; i < n; i++) {
TrackEntry entry = tracks[i];
if (entry == null) continue;
if (buffer.length() > 0) buffer.append(", ");
buffer.append(entry.toString());
}
if (buffer.length() == 0) return "<none>";
return buffer.toString();
}
/** Stores settings and other state for the playback of an animation on an {@link AnimationState} track.
* <p>
* References to a track entry must not be kept after the {@link AnimationStateListener#dispose(TrackEntry)} event occurs. */
static public class TrackEntry implements Poolable {
Animation animation;
@Null TrackEntry previous, next, mixingFrom, mixingTo;
@Null AnimationStateListener listener;
int trackIndex;
boolean loop, additive, reverse, shortestRotation, keepHold;
float eventThreshold, mixAttachmentThreshold, alphaAttachmentThreshold, mixDrawOrderThreshold;
float animationStart, animationEnd, animationLast, nextAnimationLast;
float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale;
float alpha, mixTime, mixDuration, totalAlpha;
/** For each timeline:
* <li>Bit 0, FIRST: 0 = mix from current pose, 1 = mix from setup pose. Timeline is first to set the property.
* <li>Bit 1, HOLD: 0 = mix out using alphaMix, 1 = apply full alpha to prevent dipping. Timeline is first on its track to
* set the property and the next entry (mixingTo) also sets it. When held, timelineHoldMix's mix controls how the hold fades
* out (for 3+ entry chains where the chain eventually stops setting the property). */
final IntArray timelineMode = new IntArray();
final Array<TrackEntry> timelineHoldMix = new Array(true, 8, TrackEntry[]::new);
final FloatArray timelinesRotation = new FloatArray();
public void reset () {
previous = null;
next = null;
mixingFrom = null;
mixingTo = null;
animation = null;
listener = null;
timelineMode.clear();
timelineHoldMix.clear();
timelinesRotation.clear();
}
/** The index of the track where this track entry is either current or queued.
* <p>
* See {@link AnimationState#getCurrent(int)}. */
public int getTrackIndex () {
return trackIndex;
}
/** The animation to apply for this track entry. */
public Animation getAnimation () {
return animation;
}
public void setAnimation (Animation animation) {
if (animation == null) throw new IllegalArgumentException("animation cannot be null.");
this.animation = animation;
}
/** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
* duration. */
public boolean getLoop () {
return loop;
}
public void setLoop (boolean loop) {
this.loop = loop;
}
/** Seconds to postpone playing the animation. Must be >= 0. When this track entry is the current track entry,
* <code>delay</code> postpones incrementing the {@link #trackTime}. When this track entry is queued, <code>delay</code> is
* the time from the start of the previous animation to when this track entry will become the current track entry (ie when
* the previous track entry {@link #trackTime} >= this track entry's <code>delay</code>).
* <p>
* {@link #timeScale} affects the delay.
* <p>
* When passing <code>delay</code> <= 0 to {@link AnimationState#addAnimation(int, Animation, boolean, float)} this
* <code>delay</code> is set using a mix duration from {@link AnimationStateData}. To change the {@link #mixDuration}
* afterward, use {@link #setMixDuration(float, float)} so this <code>delay</code> is adjusted. */
public float getDelay () {
return delay;
}
public void setDelay (float delay) {
if (delay < 0) throw new IllegalArgumentException("delay must be >= 0.");
this.delay = delay;
}
/** Current time in seconds this track entry has been the current track entry. The track time determines
* {@link #getAnimationTime()}. The track time can be set to start the animation at a time other than 0, without affecting
* looping. */
public float getTrackTime () {
return trackTime;
}
public void setTrackTime (float trackTime) {
this.trackTime = trackTime;
}
/** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
* value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
* is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
* properties keyed by the animation are set to the setup pose and the track is cleared.
* <p>
* Usually you want to use {@link AnimationState#addEmptyAnimation(int, float, float)} rather than have the animation
* abruptly cease being applied. */
public float getTrackEnd () {
return trackEnd;
}
public void setTrackEnd (float trackEnd) {
this.trackEnd = trackEnd;
}
/** If this track entry is non-looping, this is the track time in seconds when {@link #animationEnd} is reached, or the
* current {@link #trackTime} if it has already been reached.
* <p>
* If this track entry is looping, this is the track time when this animation will reach its next {@link #animationEnd} (the
* next loop completion). */
public float getTrackComplete () {
float duration = animationEnd - animationStart;
if (duration != 0) {
if (loop) return duration * (1 + (int)(trackTime / duration)); // Completion of next loop.
if (trackTime < duration) return duration; // Before duration.
}
return trackTime; // Next update.
}
/** Seconds when this animation starts, both initially and after looping. Defaults to 0.
* <p>
* When changing the <code>animationStart</code> time, it often makes sense to set {@link #animationLast} to the same value
* to prevent timeline keys before the start time from triggering. */
public float getAnimationStart () {
return animationStart;
}
public void setAnimationStart (float animationStart) {
this.animationStart = animationStart;
}
/** Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
* loop back to {@link #animationStart} at this time. Defaults to the animation {@link Animation#duration}. */
public float getAnimationEnd () {
return animationEnd;
}
public void setAnimationEnd (float animationEnd) {
this.animationEnd = animationEnd;
}
/** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
* animation is applied, event timelines will fire all events between the <code>animationLast</code> time (exclusive) and
* <code>animationTime</code> (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation
* is applied. */
public float getAnimationLast () {
return animationLast;
}
public void setAnimationLast (float animationLast) {
this.animationLast = animationLast;
nextAnimationLast = animationLast;
}
/** Uses {@link #trackTime} to compute the <code>animationTime</code>. When the <code>trackTime</code> is 0, the
* <code>animationTime</code> is equal to the <code>animationStart</code> time.
* <p>
* The <code>animationTime</code> is between {@link #animationStart} and {@link #animationEnd}, except if this track entry
* is non-looping and {@link #animationEnd} is >= to the {@link Animation#duration}, then <code>animationTime</code>
* continues to increase past {@link #animationEnd}. */
public float getAnimationTime () {
if (loop) {
float duration = animationEnd - animationStart;
if (duration == 0) return animationStart;
return (trackTime % duration) + animationStart;
}
float animationTime = trackTime + animationStart;
return animationEnd >= animation.duration ? animationTime : Math.min(animationTime, animationEnd);
}
/** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
* faster. Defaults to 1.
* <p>
* Values < 0 are not supported. To play an animation in reverse, use {@link #reverse}.
* <p>
* {@link #mixTime} is not affected by track entry time scale, so {@link #mixDuration} may need to be adjusted to match the
* animation speed.
* <p>
* When using {@link AnimationState#addAnimation(int, Animation, boolean, float)} with a <code>delay</code> <= 0, the
* {@link #delay} is set using the mix duration from {@link AnimationState#data}, assuming time scale to be 1. If the time
* scale is not 1, the delay may need to be adjusted.
* <p>
* See {@link AnimationState#timeScale} to affect all animations. */
public float getTimeScale () {
return timeScale;
}
public void setTimeScale (float timeScale) {
this.timeScale = timeScale;
}
/** The listener for events generated by this track entry, or null.
* <p>
* A track entry returned from {@link AnimationState#setAnimation(int, Animation, boolean)} is already the current animation
* for the track, so the callback for {@link AnimationStateListener#start(TrackEntry)} will not be called. */
public @Null AnimationStateListener getListener () {
return listener;
}
public void setListener (@Null AnimationStateListener listener) {
this.listener = listener;
}
/** Values < 1 mix this animation with the skeleton's current pose (either the setup pose or the pose from lower tracks).
* Defaults to 1, which overwrites the skeleton's current pose with this animation.
* <p>
* Alpha should be 1 on track 0.
* <p>
* See {@link #alphaAttachmentThreshold}. */
public float getAlpha () {
return alpha;
}
public void setAlpha (float alpha) {
this.alpha = alpha;
}
/** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the <code>eventThreshold</code>, event
* timelines are applied while this animation is being mixed out. Defaults to 0, so event timelines are not applied while
* this animation is being mixed out. */
public float getEventThreshold () {
return eventThreshold;
}
public void setEventThreshold (float eventThreshold) {
this.eventThreshold = eventThreshold;
}
/** When the computed alpha is greater than <code>alphaAttachmentThreshold</code>, attachment timelines are applied. The
* computed alpha includes {@link #alpha} and the mix percentage. Defaults to 0, so attachment timelines are always
* applied. */
public float getAlphaAttachmentThreshold () {
return alphaAttachmentThreshold;
}
public void setAlphaAttachmentThreshold (float alphaAttachmentThreshold) {
this.alphaAttachmentThreshold = alphaAttachmentThreshold;
}
/** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the <code>mixAttachmentThreshold</code>,
* attachment timelines are applied while this animation is being mixed out. Defaults to 0, so attachment timelines are not
* applied while this animation is being mixed out. */
public float getMixAttachmentThreshold () {
return mixAttachmentThreshold;
}
public void setMixAttachmentThreshold (float mixAttachmentThreshold) {
this.mixAttachmentThreshold = mixAttachmentThreshold;
}
/** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the <code>mixDrawOrderThreshold</code>,
* draw order timelines are applied while this animation is being mixed out. Defaults to 0, so draw order timelines are not
* applied while this animation is being mixed out. */
public float getMixDrawOrderThreshold () {
return mixDrawOrderThreshold;
}
public void setMixDrawOrderThreshold (float mixDrawOrderThreshold) {
this.mixDrawOrderThreshold = mixDrawOrderThreshold;
}
/** The animation queued to start after this animation, or null if there is none. <code>next</code> makes up a doubly linked
* list.
* <p>
* See {@link AnimationState#clearNext(TrackEntry)} to truncate the list. */
public @Null TrackEntry getNext () {
return next;
}
/** The animation queued to play before this animation, or null. <code>previous</code> makes up a doubly linked list. */
public @Null TrackEntry getPrevious () {
return previous;
}
/** Returns true if this track entry has been applied at least once.
* <p>
* See {@link AnimationState#apply(Skeleton)}. */
public boolean wasApplied () {
return nextTrackLast != -1;
}
/** Returns true if there is a {@link #next} track entry and it will become the current track entry during the next
* {@link AnimationState#update(float)}. */
public boolean isNextReady () {
return next != null && nextTrackLast - next.delay >= 0;
}
/** Returns true if at least one loop has been completed.
* <p>
* See {@link AnimationStateListener#complete(TrackEntry)}. */
public boolean isComplete () {
return trackTime >= animationEnd - animationStart;
}
/** Seconds elapsed from 0 to the {@link #mixDuration} when mixing from the previous animation to this animation. May be
* slightly more than <code>mixDuration</code> when the mix is complete. */
public float getMixTime () {
return mixTime;
}
public void setMixTime (float mixTime) {
this.mixTime = mixTime;
}
/** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
* {@link AnimationStateData#getMix(Animation, Animation)} based on the animation before this animation (if any).
* <p>
* A mix duration of 0 still needs to be applied one more time to mix out, so the properties it was animating are reverted.
* A mix duration of 0 can be set at any time to end the mix on the next {@link AnimationState#update(float) update}.
* <p>
* The <code>mixDuration</code> can be set manually rather than use the value from
* {@link AnimationStateData#getMix(Animation, Animation)}. In that case, the <code>mixDuration</code> can be set for a new
* track entry only before {@link AnimationState#update(float)} is next called.
* <p>
* When using {@link AnimationState#addAnimation(int, Animation, boolean, float)} with a <code>delay</code> <= 0, the
* {@link #delay} is set using the mix duration from {@link AnimationState#data}. If <code>mixDuration</code> is set
* afterward, the delay needs to be adjusted:
*
* <pre>
* entry.mixDuration = 0.25;<br>
* entry.delay = entry.previous.getTrackComplete() - entry.mixDuration + 0;
* </pre>
*
* Alternatively, use {@link #setMixDuration(float, float)} to set both the mix duration and recompute the delay:<br>
*
* <pre>
* entry.setMixDuration(0.25f, 0); // mixDuration, delay
* </pre>
*/
public float getMixDuration () {
return mixDuration;
}
public void setMixDuration (float mixDuration) {
this.mixDuration = mixDuration;
}
/** Sets both {@link #mixDuration} and {@link #delay}.
* @param delay If > 0, sets {@link #delay}. If <= 0, the delay set is the duration of the previous track entry minus the
* specified mix duration plus the specified <code>delay</code> (ie the mix ends at (when <code>delay</code> = 0)
* or before (when <code>delay</code> < 0) the previous track entry duration). If the previous entry is looping,
* its next loop completion is used instead of its duration. */
public void setMixDuration (float mixDuration, float delay) {
this.mixDuration = mixDuration;
if (delay <= 0) delay = previous == null ? 0 : Math.max(delay + previous.getTrackComplete() - mixDuration, 0);
this.delay = delay;
}
/** When true, timelines in this animation that support additive have their values added to the setup or current pose values
* instead of replacing them. Additive can be set for a new track entry only before {@link AnimationState#apply(Skeleton)}
* is next called. */
public boolean getAdditive () {
return additive;
}
public void setAdditive (boolean additive) {
this.additive = additive;
}
/** The track entry for the previous animation when mixing to this animation, or null if no mixing is currently occurring.
* When mixing from multiple animations, <code>mixingFrom</code> makes up a doubly linked list. */
public @Null TrackEntry getMixingFrom () {
return mixingFrom;
}
/** The track entry for the next animation when mixing from this animation, or null if no mixing is currently occurring.
* When mixing to multiple animations, <code>mixingTo</code> makes up a doubly linked list. */
public @Null TrackEntry getMixingTo () {
return mixingTo;
}
public void setShortestRotation (boolean shortestRotation) {
this.shortestRotation = shortestRotation;
}
/** If true, mixing rotation between tracks always uses the shortest rotation direction. If the rotation is animated, the
* shortest rotation direction may change during the mix.
* <p>
* If false, the shortest rotation direction is remembered when the mix starts and the same direction is used for the rest
* of the mix. Defaults to false.
* <p>
* See {@link #resetRotationDirections()}. */
public boolean getShortestRotation () {
return shortestRotation;
}
/** When {@link #shortestRotation} is false, this clears the directions for mixing this entry's rotation. This can be useful
* to avoid bones rotating the long way around when using {@link #alpha} and starting animations on other tracks.
* <p>
* Mixing involves finding a rotation between two others. There are two possible solutions: the short or the long way
* around. When the two rotations change over time, which direction is the short or long way can also change. If the short
* way was always chosen, bones flip to the other side when that direction became the long way. TrackEntry chooses the short
* way the first time it is applied and remembers that direction. Resetting that direction makes it choose a new short way
* on the next apply. */
public void resetRotationDirections () {
timelinesRotation.clear();
}
public void setReverse (boolean reverse) {
this.reverse = reverse;
}
/** If true, the animation will be applied in reverse and events will not be fired. */
public boolean getReverse () {
return reverse;
}
/** Returns true if this entry is for the empty animation. See {@link AnimationState#setEmptyAnimation(int, float)},
* {@link AnimationState#addEmptyAnimation(int, float, float)}, and {@link AnimationState#setEmptyAnimations(float)}. */
public boolean isEmptyAnimation () {
return animation == emptyAnimation;
}
public String toString () {
return animation == null ? "<none>" : animation.name;
}
}
class EventQueue {
private final Array objects = new Array();
boolean drainDisabled;
void start (TrackEntry entry) {
objects.add(EventType.start);
objects.add(entry);
animationsChanged = true;
}
void interrupt (TrackEntry entry) {
objects.add(EventType.interrupt);
objects.add(entry);
}
void end (TrackEntry entry) {
objects.add(EventType.end);
objects.add(entry);
animationsChanged = true;
}
void dispose (TrackEntry entry) {
objects.add(EventType.dispose);
objects.add(entry);
}
void complete (TrackEntry entry) {
objects.add(EventType.complete);
objects.add(entry);
}
void event (TrackEntry entry, Event event) {
objects.add(EventType.event);
objects.add(entry);
objects.add(event);
}
void drain () {
if (drainDisabled) return; // Not reentrant.
drainDisabled = true;
SnapshotArray<AnimationStateListener> listenersArray = AnimationState.this.listeners;
for (int i = 0; i < this.objects.size; i += 2) {
Object[] objects = this.objects.items;
var type = (EventType)objects[i];
var entry = (TrackEntry)objects[i + 1];
int nn = listenersArray.size;
AnimationStateListener[] listeners = listenersArray.begin();
switch (type) {
case start:
if (entry.listener != null) entry.listener.start(entry);
for (int ii = 0; ii < nn; ii++)
listeners[ii].start(entry);
break;
case interrupt:
if (entry.listener != null) entry.listener.interrupt(entry);
for (int ii = 0; ii < nn; ii++)
listeners[ii].interrupt(entry);
break;
case end:
if (entry.listener != null) entry.listener.end(entry);
for (int ii = 0; ii < nn; ii++)
listeners[ii].end(entry);
// Fall through.
case dispose:
if (entry.listener != null) entry.listener.dispose(entry);
for (int ii = 0; ii < nn; ii++)
listeners[ii].dispose(entry);
trackEntryPool.free(entry);
break;
case complete:
if (entry.listener != null) entry.listener.complete(entry);
for (int ii = 0; ii < nn; ii++)
listeners[ii].complete(entry);
break;
case event:
var event = (Event)objects[i++ + 2];
if (entry.listener != null) entry.listener.event(entry, event);
for (int ii = 0; ii < nn; ii++)
listeners[ii].event(entry, event);
break;
}
listenersArray.end();
}
clear();
drainDisabled = false;
}
void clear () {
objects.clear();
}
}
static private enum EventType {
start, interrupt, end, dispose, complete, event
}
/** The interface to implement for receiving TrackEntry events. It is always safe to call AnimationState methods when receiving
* events.
* <p>
* TrackEntry events are collected during {@link AnimationState#update(float)} and {@link AnimationState#apply(Skeleton)} and
* fired only after those methods are finished.
* <p>
* See {@link TrackEntry#setListener(AnimationStateListener)} and
* {@link AnimationState#addListener(AnimationStateListener)}. */
static public interface AnimationStateListener {
/** Invoked when this entry has been set as the current entry. {@link #end(TrackEntry)} will occur when this entry will no
* longer be applied.
* <p>
* When this event is triggered by calling {@link AnimationState#setAnimation(int, Animation, boolean)}, take care not to
* call {@link AnimationState#update(float)} until after the TrackEntry has been configured. */
public void start (TrackEntry entry);
/** Invoked when another entry has replaced this entry as the current entry. This entry may continue being applied for
* mixing. */
public void interrupt (TrackEntry entry);
/** Invoked when this entry will never be applied again. This only occurs if this entry has previously been set as the
* current entry ({@link #start(TrackEntry)} was invoked). */
public void end (TrackEntry entry);
/** Invoked when this entry will be disposed. This may occur without the entry ever being set as the current entry.
* <p>
* References to the entry should not be kept after <code>dispose</code> is called, as it may be destroyed or reused. */
public void dispose (TrackEntry entry);
/** Invoked every time this entry's animation completes a loop. This may occur during mixing (after
* {@link #interrupt(TrackEntry)}).
* <p>
* If this entry's {@link TrackEntry#mixingTo} is not null, this entry is mixing out (it is not the current entry).
* <p>
* Because this event is triggered at the end of {@link AnimationState#apply(Skeleton)}, any animations set in response to
* the event won't be applied until the next time the AnimationState is applied. */
public void complete (TrackEntry entry);
/** Invoked when this entry's animation triggers an event. This may occur during mixing (after
* {@link #interrupt(TrackEntry)}), see {@link TrackEntry#eventThreshold}.
* <p>
* Because this event is triggered at the end of {@link AnimationState#apply(Skeleton)}, any animations set in response to
* the event won't be applied until the next time the AnimationState is applied. */
public void event (TrackEntry entry, Event event);
}
static abstract public class AnimationStateAdapter implements AnimationStateListener {
public void start (TrackEntry entry) {
}
public void interrupt (TrackEntry entry) {
}
public void end (TrackEntry entry) {
}
public void dispose (TrackEntry entry) {
}
public void complete (TrackEntry entry) {
}
public void event (TrackEntry entry, Event event) {
}
}
}