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https://github.com/EsotericSoftware/spine-runtimes.git
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Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent! Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license. With this fixed, I hope we never need to change the license again!
245 lines
7.7 KiB
Lua
245 lines
7.7 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License
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-- Version 2
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--
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-- Copyright (c) 2013, Esoteric Software
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-- All rights reserved.
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--
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-- You are granted a perpetual, non-exclusive, non-sublicensable and
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-- non-transferable license to install, execute and perform the Spine Runtimes
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-- Software (the "Software") solely for internal use. Without the written
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-- permission of Esoteric Software, you may not (a) modify, translate, adapt or
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-- otherwise create derivative works, improvements of the Software or develop
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-- new applications using the Software or (b) remove, delete, alter or obscure
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-- any trademarks or any copyright, trademark, patent or other intellectual
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-- property or proprietary rights notices on or in the Software, including
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-- any copy thereof. Redistributions in binary or source code must include
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-- this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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-- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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-- TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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-- PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE 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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-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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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-- THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local AnimationState = {}
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function AnimationState.new (data)
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if not data then error("data cannot be nil", 2) end
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local self = {
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data = data,
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tracks = {},
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trackCount = 0,
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events = {},
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onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil,
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timeScale = 1
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}
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local function setCurrent (index, entry)
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local current = self.tracks[index]
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if current then
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local previous = current.previous
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current.previous = nil
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if current.onEnd then current.onEnd(index) end
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if self.onEnd then self.onEnd(index) end
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entry.mixDuration = self.data:getMix(current.animation.name, entry.animation.name)
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if entry.mixDuration > 0 then
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entry.mixTime = 0
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-- If a mix is in progress, mix from the closest animation.
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if previous and current.mixTime / current.mixDuration < 0.5 then
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entry.previous = previous
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else
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entry.previous = current
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end
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end
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end
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self.tracks[index] = entry
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self.trackCount = math.max(self.trackCount, index)
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if entry.onStart then entry.onStart(index) end
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if self.onStart then self.onStart(index) end
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end
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function self:update (delta)
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delta = delta * self.timeScale
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for i = 0, self.trackCount do
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local current = self.tracks[i]
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if current then
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local trackDelta = delta * current.timeScale
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current.time = current.time + trackDelta
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if current.previous then
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current.previous.time = current.previous.time + trackDelta
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current.mixTime = current.mixTime + trackDelta
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end
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local next = current.next
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if next then
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if current.lastTime >= next.delay then setCurrent(i, next) end
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else
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-- End non-looping animation when it reaches its end time and there is no next entry.
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if not current.loop and current.lastTime >= current.endTime then self:clearTrack(i) end
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end
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end
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end
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end
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function self:apply(skeleton)
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for i = 0, self.trackCount do
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local current = self.tracks[i]
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if current then
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local time = current.time
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local lastTime = current.lastTime
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local endTime = current.endTime
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local loop = current.loop
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if not loop and time > endTime then time = endTime end
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local previous = current.previous
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if not previous then
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current.animation:apply(skeleton, current.lastTime, time, loop, self.events)
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else
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local previousTime = previous.time
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if not previous.loop and previousTime > previous.endTime then previousTime = previous.endTime end
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previous.animation:apply(skeleton, previousTime, previousTime, previous.loop, nil)
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local alpha = current.mixTime / current.mixDuration
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if alpha >= 1 then
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alpha = 1
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current.previous = nil
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end
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current.animation:mix(skeleton, current.lastTime, time, loop, self.events, alpha)
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end
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local eventCount = #self.events
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for ii = 1, eventCount, 1 do
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local event = self.events[ii]
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if current.onEvent then current.onEvent(i, event) end
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if self.onEvent then self.onEvent(i, event) end
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end
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for ii = 1, eventCount, 1 do
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table.remove(self.events)
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end
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-- Check if completed the animation or a loop iteration.
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local complete
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if current.loop then
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complete = lastTime % endTime > time % endTime
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else
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complete = lastTime < endTime and time >= endTime
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end
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if complete then
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local count = math.floor(time / endTime)
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if current.onComplete then current.onComplete(i, count) end
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if self.onComplete then self.onComplete(i, count) end
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end
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current.lastTime = current.time
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end
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end
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end
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function self:clearTracks ()
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for i,current in pairs(self.tracks) do
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self.clearTrack(i)
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end
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self.tracks = {}
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self.trackCount = 0
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end
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function self:clearTrack (trackIndex)
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local current = self.tracks[trackIndex]
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if not current then return end
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if current.onEnd then current.onEnd(trackIndex) end
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if self.onEnd then self.onEnd(trackIndex) end
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self.tracks[trackIndex] = nil
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if trackIndex == self.trackCount - 1 then
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self.trackCount = self.trackCount - 1
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end
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end
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function self:setAnimationByName (trackIndex, animationName, loop)
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local animation = self.data.skeletonData:findAnimation(animationName)
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if not animation then error("Animation not found: " + animationName) end
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return self:setAnimation(trackIndex, animation, loop)
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end
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-- Set the current animation. Any queued animations are cleared.
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function self:setAnimation (trackIndex, animation, loop)
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local entry = AnimationState.TrackEntry.new()
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entry.animation = animation
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entry.loop = loop
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entry.endTime = animation.duration
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setCurrent(trackIndex, entry)
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return entry
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end
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function self:addAnimationByName (trackIndex, animationName, loop, delay)
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local animation = self.data.skeletonData:findAnimation(animationName)
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if not animation then error("Animation not found: " + animationName) end
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return self:addAnimation(trackIndex, animation, loop, delay)
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end
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-- Adds an animation to be played delay seconds after the current or last queued animation.
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-- @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
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function self:addAnimation (trackIndex, animation, loop, delay)
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local entry = AnimationState.TrackEntry.new()
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entry.animation = animation
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entry.loop = loop
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entry.endTime = animation.duration
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local last = self.tracks[trackIndex]
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if last then
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while (last.next) do
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last = last.next
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end
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last.next = entry
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else
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self.tracks[trackIndex] = entry
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end
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delay = delay or 0
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if delay <= 0 then
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if last then
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delay = delay + last.endTime - self.data:getMix(last.animation.name, animation.name)
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else
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delay = 0
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end
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end
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entry.delay = delay
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return entry
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end
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-- May return nil.
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function self:getCurrent (trackIndex)
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return self.tracks[trackIndex]
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end
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return self
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end
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AnimationState.TrackEntry = {}
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function AnimationState.TrackEntry.new (data)
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local self = {
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next = nil, previous = nil,
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animation = nil,
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loop = false,
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delay = 0, time = 0, lastTime = -1, endTime = 0,
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timeScale = 1,
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mixTime = 0, mixDuration = 0,
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onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil
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}
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return self
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end
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return AnimationState
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