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