spine-runtimes/spine-cpp/src/spine/DrawOrderTimeline.cpp
2025-07-15 22:56:12 +02:00

109 lines
3.9 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
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*****************************************************************************/
#include <spine/DrawOrderTimeline.h>
#include <spine/Event.h>
#include <spine/Skeleton.h>
#include <spine/Animation.h>
#include <spine/Property.h>
#include <spine/Slot.h>
#include <spine/SlotData.h>
using namespace spine;
RTTI_IMPL(DrawOrderTimeline, Timeline)
DrawOrderTimeline::DrawOrderTimeline(size_t frameCount) : Timeline(frameCount, 1) {
PropertyId ids[] = {((PropertyId) Property_DrawOrder << 32)};
setPropertyIds(ids, 1);
_drawOrders.ensureCapacity(frameCount);
for (size_t i = 0; i < frameCount; ++i) {
Array<int> vec;
_drawOrders.add(vec);
}
}
void DrawOrderTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose) {
SP_UNUSED(appliedPose);
SP_UNUSED(lastTime);
SP_UNUSED(pEvents);
SP_UNUSED(alpha);
Array<Slot *> &drawOrder = skeleton._drawOrder;
Array<Slot *> &slots = skeleton._slots;
if (direction == MixDirection_Out) {
if (blend == MixBlend_Setup) {
drawOrder.clear();
drawOrder.ensureCapacity(slots.size());
for (size_t i = 0, n = slots.size(); i < n; ++i) drawOrder.add(slots[i]);
}
return;
}
if (time < _frames[0]) {
if (blend == MixBlend_Setup || blend == MixBlend_First) {
drawOrder.clear();
drawOrder.ensureCapacity(slots.size());
for (size_t i = 0, n = slots.size(); i < n; ++i) drawOrder.add(slots[i]);
}
return;
}
Array<int> &drawOrderToSetupIndex = _drawOrders[Animation::search(_frames, time)];
if (drawOrderToSetupIndex.size() == 0) {
drawOrder.clear();
drawOrder.ensureCapacity(slots.size());
for (size_t i = 0, n = slots.size(); i < n; ++i) drawOrder.add(slots[i]);
} else {
drawOrder.clear();
drawOrder.ensureCapacity(drawOrderToSetupIndex.size());
for (size_t i = 0, n = drawOrderToSetupIndex.size(); i < n; ++i) drawOrder.add(slots[drawOrderToSetupIndex[i]]);
}
}
void DrawOrderTimeline::setFrame(size_t frame, float time, Array<int> *drawOrder) {
_frames[frame] = time;
_drawOrders[frame].clear();
if (drawOrder != NULL) {
_drawOrders[frame].addAll(*drawOrder);
}
}
size_t DrawOrderTimeline::getFrameCount() {
return _frames.size();
}
Array<Array<int>> &DrawOrderTimeline::getDrawOrders() {
return _drawOrders;
}