mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
463 lines
19 KiB
Dart
463 lines
19 KiB
Dart
//
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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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// AUTO GENERATED FILE, DO NOT EDIT.
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import 'package:universal_ffi/ffi.dart';
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import 'spine_dart_bindings_generated.dart';
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import '../spine_bindings.dart';
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import 'animation.dart';
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import 'animation_state.dart';
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import 'mix_blend.dart';
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/// State for the playback of an animation
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class TrackEntry {
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final Pointer<spine_track_entry_wrapper> _ptr;
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TrackEntry.fromPointer(this._ptr);
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/// Get the native pointer for FFI calls
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Pointer get nativePtr => _ptr;
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factory TrackEntry() {
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final ptr = SpineBindings.bindings.spine_track_entry_create();
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return TrackEntry.fromPointer(ptr);
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}
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void dispose() {
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SpineBindings.bindings.spine_track_entry_dispose(_ptr);
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}
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/// The index of the track where this entry is either current or queued.
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int get trackIndex {
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final result = SpineBindings.bindings.spine_track_entry_get_track_index(_ptr);
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return result;
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}
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/// The animation to apply for this track entry.
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Animation get animation {
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final result = SpineBindings.bindings.spine_track_entry_get_animation(_ptr);
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return Animation.fromPointer(result);
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}
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/// Sets the animation for this track entry.
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set animation(Animation value) {
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SpineBindings.bindings.spine_track_entry_set_animation(_ptr, value.nativePtr.cast());
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}
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TrackEntry? get previous {
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final result = SpineBindings.bindings.spine_track_entry_get_previous(_ptr);
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return result.address == 0 ? null : TrackEntry.fromPointer(result);
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}
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/// If true, the animation will repeat. If false, it will not, instead its
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/// last frame is applied if played beyond its duration.
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bool get loop {
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final result = SpineBindings.bindings.spine_track_entry_get_loop(_ptr);
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return result;
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}
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set loop(bool value) {
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SpineBindings.bindings.spine_track_entry_set_loop(_ptr, value);
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}
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/// If true, when mixing from the previous animation to this animation, the
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/// previous animation is applied as normal instead of being mixed out.
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///
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/// When mixing between animations that key the same property, if a lower
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/// track also keys that property then the value will briefly dip toward the
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/// lower track value during the mix. This happens because the first animation
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/// mixes from 100% to 0% while the second animation mixes from 0% to 100%.
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/// Setting holdPrevious to true applies the first animation at 100% during
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/// the mix so the lower track value is overwritten. Such dipping does not
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/// occur on the lowest track which keys the property, only when a higher
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/// track also keys the property.
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///
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/// Snapping will occur if holdPrevious is true and this animation does not
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/// key all the same properties as the previous animation.
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bool get holdPrevious {
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final result = SpineBindings.bindings.spine_track_entry_get_hold_previous(_ptr);
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return result;
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}
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set holdPrevious(bool value) {
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SpineBindings.bindings.spine_track_entry_set_hold_previous(_ptr, value);
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}
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bool get reverse {
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final result = SpineBindings.bindings.spine_track_entry_get_reverse(_ptr);
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return result;
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}
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set reverse(bool value) {
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SpineBindings.bindings.spine_track_entry_set_reverse(_ptr, value);
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}
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bool get shortestRotation {
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final result = SpineBindings.bindings.spine_track_entry_get_shortest_rotation(_ptr);
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return result;
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}
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set shortestRotation(bool value) {
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SpineBindings.bindings.spine_track_entry_set_shortest_rotation(_ptr, value);
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}
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/// Seconds to postpone playing the animation. Must be >= 0. When this track
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/// entry is the current track entry, delay postpones incrementing the
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/// getTrackTime(). When this track entry is queued, delay is the time from
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/// the start of the previous animation to when this track entry will become
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/// the current track entry (ie when the previous track entry getTrackTime()
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/// >= this track entry's delay).
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///
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/// getTimeScale() affects the delay.
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///
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/// When passing delay < = 0 to AnimationState::addAnimation(int, Animation,
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/// bool, float) this delay is set using a mix duration from
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/// AnimationStateData. To change the getMixDuration() afterward, use
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/// setMixDuration(float, float) so this delay is adjusted.
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double get delay {
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final result = SpineBindings.bindings.spine_track_entry_get_delay(_ptr);
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return result;
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}
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set delay(double value) {
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SpineBindings.bindings.spine_track_entry_set_delay(_ptr, value);
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}
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/// Current time in seconds this track entry has been the current track entry.
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/// The track time determines getAnimationTime(). The track time can be set to
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/// start the animation at a time other than 0, without affecting looping.
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double get trackTime {
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final result = SpineBindings.bindings.spine_track_entry_get_track_time(_ptr);
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return result;
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}
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set trackTime(double value) {
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SpineBindings.bindings.spine_track_entry_set_track_time(_ptr, value);
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}
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/// The track time in seconds when this animation will be removed from the
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/// track. Defaults to the highest possible float value, meaning the animation
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/// will be applied until a new animation is set or the track is cleared. If
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/// the track end time is reached, no other animations are queued for
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/// playback, and mixing from any previous animations is complete, then the
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/// properties keyed by the animation are set to the setup pose and the track
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/// is cleared.
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///
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/// It may be desired to use AnimationState::addEmptyAnimation(int, float,
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/// float) rather than have the animation abruptly cease being applied.
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double get trackEnd {
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final result = SpineBindings.bindings.spine_track_entry_get_track_end(_ptr);
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return result;
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}
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set trackEnd(double value) {
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SpineBindings.bindings.spine_track_entry_set_track_end(_ptr, value);
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}
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/// Seconds when this animation starts, both initially and after looping.
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/// Defaults to 0.
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///
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/// When changing the animation start time, it often makes sense to set
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/// TrackEntry.AnimationLast to the same value to prevent timeline keys before
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/// the start time from triggering.
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double get animationStart {
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final result = SpineBindings.bindings.spine_track_entry_get_animation_start(_ptr);
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return result;
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}
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set animationStart(double value) {
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SpineBindings.bindings.spine_track_entry_set_animation_start(_ptr, value);
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}
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/// Seconds for the last frame of this animation. Non-looping animations won't
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/// play past this time. Looping animations will loop back to
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/// TrackEntry.AnimationStart at this time. Defaults to the animation
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/// duration.
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double get animationEnd {
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final result = SpineBindings.bindings.spine_track_entry_get_animation_end(_ptr);
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return result;
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}
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set animationEnd(double value) {
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SpineBindings.bindings.spine_track_entry_set_animation_end(_ptr, value);
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}
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/// The time in seconds this animation was last applied. Some timelines use
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/// this for one-time triggers. Eg, when this animation is applied, event
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/// timelines will fire all events between the animation last time (exclusive)
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/// and animation time (inclusive). Defaults to -1 to ensure triggers on frame
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/// 0 happen the first time this animation is applied.
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double get animationLast {
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final result = SpineBindings.bindings.spine_track_entry_get_animation_last(_ptr);
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return result;
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}
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set animationLast(double value) {
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SpineBindings.bindings.spine_track_entry_set_animation_last(_ptr, value);
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}
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/// Uses getTrackTime() to compute the animationTime. When the trackTime is 0,
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/// the animationTime is equal to the animationStart time.
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///
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/// The animationTime is between getAnimationStart() and getAnimationEnd(),
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/// except if this track entry is non-looping and getAnimationEnd() is >= to
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/// the animation duration, then animationTime continues to increase past
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/// getAnimationEnd().
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double get animationTime {
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final result = SpineBindings.bindings.spine_track_entry_get_animation_time(_ptr);
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return result;
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}
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/// Multiplier for the delta time when this track entry is updated, causing
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/// time for this animation to pass slower or faster. Defaults to 1.
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///
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/// Values < 0 are not supported. To play an animation in reverse, use
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/// getReverse().
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///
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/// getMixTime() is not affected by track entry time scale, so
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/// getMixDuration() may need to be adjusted to match the animation speed.
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///
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/// When using AnimationState::addAnimation(int, Animation, bool, float) with
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/// a delay < = 0, the getDelay() is set using the mix duration from the
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/// AnimationStateData, assuming time scale to be 1. If the time scale is not
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/// 1, the delay may need to be adjusted.
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///
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/// See AnimationState getTimeScale() for affecting all animations.
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double get timeScale {
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final result = SpineBindings.bindings.spine_track_entry_get_time_scale(_ptr);
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return result;
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}
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set timeScale(double value) {
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SpineBindings.bindings.spine_track_entry_set_time_scale(_ptr, value);
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}
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/// Values less than 1 mix this animation with the last skeleton pose.
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/// Defaults to 1, which overwrites the last skeleton pose with this
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/// animation.
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///
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/// Typically track 0 is used to completely pose the skeleton, then alpha can
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/// be used on higher tracks. It doesn't make sense to use alpha on track 0 if
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/// the skeleton pose is from the last frame render.
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double get alpha {
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final result = SpineBindings.bindings.spine_track_entry_get_alpha(_ptr);
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return result;
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}
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set alpha(double value) {
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SpineBindings.bindings.spine_track_entry_set_alpha(_ptr, value);
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}
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/// When the mix percentage (mix time / mix duration) is less than the event
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/// threshold, event timelines for the animation being mixed out will be
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/// applied. Defaults to 0, so event timelines are not applied for an
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/// animation being mixed out.
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double get eventThreshold {
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final result = SpineBindings.bindings.spine_track_entry_get_event_threshold(_ptr);
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return result;
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}
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set eventThreshold(double value) {
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SpineBindings.bindings.spine_track_entry_set_event_threshold(_ptr, value);
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}
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/// When the mix percentage (mix time / mix duration) is less than the
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/// attachment threshold, attachment timelines for the animation being mixed
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/// out will be applied. Defaults to 0, so attachment timelines are not
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/// applied for an animation being mixed out.
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double get mixAttachmentThreshold {
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final result = SpineBindings.bindings.spine_track_entry_get_mix_attachment_threshold(_ptr);
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return result;
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}
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set mixAttachmentThreshold(double value) {
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SpineBindings.bindings.spine_track_entry_set_mix_attachment_threshold(_ptr, value);
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}
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/// When getAlpha() is greater than alphaAttachmentThreshold, attachment
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/// timelines are applied. Defaults to 0, so attachment timelines are always
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/// applied.
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double get alphaAttachmentThreshold {
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final result = SpineBindings.bindings.spine_track_entry_get_alpha_attachment_threshold(_ptr);
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return result;
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}
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set alphaAttachmentThreshold(double value) {
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SpineBindings.bindings.spine_track_entry_set_alpha_attachment_threshold(_ptr, value);
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}
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/// When the mix percentage (mix time / mix duration) is less than the draw
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/// order threshold, draw order timelines for the animation being mixed out
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/// will be applied. Defaults to 0, so draw order timelines are not applied
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/// for an animation being mixed out.
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double get mixDrawOrderThreshold {
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final result = SpineBindings.bindings.spine_track_entry_get_mix_draw_order_threshold(_ptr);
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return result;
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}
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set mixDrawOrderThreshold(double value) {
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SpineBindings.bindings.spine_track_entry_set_mix_draw_order_threshold(_ptr, value);
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}
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/// The animation queued to start after this animation, or NULL.
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TrackEntry? get next {
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final result = SpineBindings.bindings.spine_track_entry_get_next(_ptr);
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return result.address == 0 ? null : TrackEntry.fromPointer(result);
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}
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/// Returns true if at least one loop has been completed.
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bool get isComplete {
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final result = SpineBindings.bindings.spine_track_entry_is_complete(_ptr);
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return result;
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}
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/// Seconds from 0 to the mix duration when mixing from the previous animation
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/// to this animation. May be slightly more than TrackEntry.MixDuration when
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/// the mix is complete.
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double get mixTime {
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final result = SpineBindings.bindings.spine_track_entry_get_mix_time(_ptr);
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return result;
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}
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set mixTime(double value) {
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SpineBindings.bindings.spine_track_entry_set_mix_time(_ptr, value);
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}
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/// Seconds for mixing from the previous animation to this animation. Defaults
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/// to the value provided by AnimationStateData based on the animation before
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/// this animation (if any).
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///
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/// The mix duration can be set manually rather than use the value from
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/// AnimationStateData.GetMix. In that case, the mixDuration must be set
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/// before AnimationState.update(float) is next called.
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///
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/// When using AnimationState::addAnimation(int, Animation, bool, float) with
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/// a delay less than or equal to 0, note the Delay is set using the mix
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/// duration from the AnimationStateData
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double get mixDuration {
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final result = SpineBindings.bindings.spine_track_entry_get_mix_duration(_ptr);
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return result;
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}
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MixBlend get mixBlend {
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final result = SpineBindings.bindings.spine_track_entry_get_mix_blend(_ptr);
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return MixBlend.fromValue(result);
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}
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set mixBlend(MixBlend value) {
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SpineBindings.bindings.spine_track_entry_set_mix_blend(_ptr, value.value);
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}
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/// The track entry for the previous animation when mixing from the previous
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/// animation to this animation, or NULL if no mixing is currently occuring.
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/// When mixing from multiple animations, MixingFrom makes up a double linked
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/// list with MixingTo.
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TrackEntry? get mixingFrom {
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final result = SpineBindings.bindings.spine_track_entry_get_mixing_from(_ptr);
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return result.address == 0 ? null : TrackEntry.fromPointer(result);
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}
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/// The track entry for the next animation when mixing from this animation, or
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/// NULL if no mixing is currently occuring. When mixing from multiple
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/// animations, MixingTo makes up a double linked list with MixingFrom.
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TrackEntry? get mixingTo {
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final result = SpineBindings.bindings.spine_track_entry_get_mixing_to(_ptr);
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return result.address == 0 ? null : TrackEntry.fromPointer(result);
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}
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/// Resets the rotation directions for mixing this entry's rotate timelines.
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/// This can be useful to avoid bones rotating the long way around when using
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/// alpha and starting animations on other tracks.
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///
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/// Mixing involves finding a rotation between two others, which has two
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/// possible solutions: the short way or the long way around. The two
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/// rotations likely change over time, so which direction is the short or long
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/// way also changes. If the short way was always chosen, bones would flip to
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/// the other side when that direction became the long way. TrackEntry chooses
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/// the short way the first time it is applied and remembers that direction.
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void resetRotationDirections() {
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SpineBindings.bindings.spine_track_entry_reset_rotation_directions(_ptr);
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}
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double get trackComplete {
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final result = SpineBindings.bindings.spine_track_entry_get_track_complete(_ptr);
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return result;
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}
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/// Returns true if this entry is for the empty animation.
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bool get isEmptyAnimation {
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final result = SpineBindings.bindings.spine_track_entry_is_empty_animation(_ptr);
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return result;
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}
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/// Returns true if this track entry has been applied at least once.
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///
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/// See AnimationState::apply(Skeleton).
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bool get wasApplied {
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final result = SpineBindings.bindings.spine_track_entry_was_applied(_ptr);
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return result;
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}
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/// Returns true if there is a getNext() track entry that is ready to become
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/// the current track entry during the next AnimationState::update(float)}
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bool get isNextReady {
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final result = SpineBindings.bindings.spine_track_entry_is_next_ready(_ptr);
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return result;
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}
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/// The AnimationState this track entry belongs to. May be NULL if TrackEntry
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/// is directly instantiated.
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AnimationState? get animationState {
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final result = SpineBindings.bindings.spine_track_entry_get_animation_state(_ptr);
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return result.address == 0 ? null : AnimationState.fromPointer(result);
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}
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set animationState(AnimationState? value) {
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SpineBindings.bindings
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.spine_track_entry_set_animation_state(_ptr, value?.nativePtr.cast() ?? Pointer.fromAddress(0));
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}
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Pointer<Void>? get rendererObject {
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final result = SpineBindings.bindings.spine_track_entry_get_renderer_object(_ptr);
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return result;
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}
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set setMixDuration(double value) {
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SpineBindings.bindings.spine_track_entry_set_mix_duration_1(_ptr, value);
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}
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/// Sets both getMixDuration() and getDelay().
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///
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/// [delay] If > 0, sets TrackEntry::getDelay(). If < = 0, the delay set is the duration of the previous track entry minus the specified mix duration plus the specified delay (ie the mix ends at (delay = 0) or before (delay < 0) the previous track entry duration). If the previous entry is looping, its next loop completion is used instead of its duration.
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void setMixDuration2(double mixDuration, double delay) {
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SpineBindings.bindings.spine_track_entry_set_mix_duration_2(_ptr, mixDuration, delay);
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}
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}
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