Mario Zechner cc4f11fded [cpp] Simplify directory structure, add DebugPrinter program
- spine-cpp/spine-cpp was moved into spine-cpp directory, so spine-cpp/spine-cpp/src -> spine-cpp/src, spine-cpp/spine-cpp/include -> spine-cpp/include
- Added scaffold for DebugPrinter to be used by runtime comparison tests
- Added build.sh
2025-07-11 11:00:44 +02:00

102 lines
3.8 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
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*****************************************************************************/
#ifndef Spine_BoneTimeline_h
#define Spine_BoneTimeline_h
#include <spine/dll.h>
#include <spine/CurveTimeline.h>
namespace spine {
class Skeleton;
class Event;
class BoneLocal;
/// An interface for timelines which change the property of a bone.
class SP_API BoneTimeline {
RTTI_DECL_NOPARENT
public:
BoneTimeline(int boneIndex) : _boneIndex(boneIndex) {}
virtual ~BoneTimeline() {}
/// The index of the bone in Skeleton::getBones() that will be changed when this timeline is applied.
virtual int getBoneIndex() { return _boneIndex; }
virtual void setBoneIndex(int inValue) { _boneIndex = inValue; }
protected:
int _boneIndex;
};
/// Base class for timelines that animate a single bone property.
class SP_API BoneTimeline1 : public CurveTimeline1, public BoneTimeline {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class AnimationState;
RTTI_DECL
public:
BoneTimeline1(size_t frameCount, size_t bezierCount, int boneIndex, Property property);
virtual void
apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose) override;
protected:
/// Applies changes to the pose based on the timeline values.
virtual void apply(BoneLocal &pose, BoneLocal &setup, float time, float alpha, MixBlend blend,
MixDirection direction) = 0;
};
/// Base class for timelines that animate two bone properties.
class SP_API BoneTimeline2 : public CurveTimeline2, public BoneTimeline {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class AnimationState;
RTTI_DECL
public:
BoneTimeline2(size_t frameCount, size_t bezierCount, int boneIndex, Property property1, Property property2);
virtual void
apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose) override;
protected:
/// Applies changes to the pose based on the timeline values.
virtual void apply(BoneLocal &pose, BoneLocal &setup, float time, float alpha, MixBlend blend,
MixDirection direction) = 0;
};
}
#endif