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ios/cocos2d/cocos/editor-support/spine/DrawOrderTimeline.cpp 4.02 KB
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  /******************************************************************************
   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
   *
   * Copyright (c) 2013-2019, 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.
   *
   * THIS SOFTWARE IS 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 ON ANY
   * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
   * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   *****************************************************************************/
  #ifdef SPINE_UE4
  #include "SpinePluginPrivatePCH.h"
  #endif
  
  #include <spine/DrawOrderTimeline.h>
  
  #include <spine/Skeleton.h>
  #include <spine/Event.h>
  
  #include <spine/Animation.h>
  #include <spine/TimelineType.h>
  #include <spine/Slot.h>
  #include <spine/SlotData.h>
  
  using namespace spine;
  
  RTTI_IMPL(DrawOrderTimeline, Timeline)
  
  DrawOrderTimeline::DrawOrderTimeline(int frameCount) : Timeline() {
  	_frames.ensureCapacity(frameCount);
  	_drawOrders.ensureCapacity(frameCount);
  
  	_frames.setSize(frameCount, 0);
  
  	for (int i = 0; i < frameCount; ++i) {
  		Vector<int> vec;
  		_drawOrders.add(vec);
  	}
  }
  
  void DrawOrderTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha,
  	MixBlend blend, MixDirection direction
  ) {
  	SP_UNUSED(lastTime);
  	SP_UNUSED(pEvents);
  	SP_UNUSED(alpha);
  
  	Vector<Slot *> &drawOrder = skeleton._drawOrder;
  	Vector<Slot *> &slots = skeleton._slots;
  	if (direction == MixDirection_Out && 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;
  	}
  
  	size_t frame;
  	if (time >= _frames[_frames.size() - 1]) {
  		// Time is after last frame.
  		frame = _frames.size() - 1;
  	} else
  		frame = (size_t)Animation::binarySearch(_frames, time) - 1;
  
  	Vector<int> &drawOrderToSetupIndex = _drawOrders[frame];
  	if (drawOrderToSetupIndex.size() == 0) {
  		drawOrder.clear();
  		for (size_t i = 0, n = slots.size(); i < n; ++i)
  			drawOrder.add(slots[i]);
  	} else {
  		for (size_t i = 0, n = drawOrderToSetupIndex.size(); i < n; ++i)
  			drawOrder[i] = slots[drawOrderToSetupIndex[i]];
  	}
  }
  
  int DrawOrderTimeline::getPropertyId() {
  	return ((int) TimelineType_DrawOrder << 24);
  }
  
  void DrawOrderTimeline::setFrame(size_t frameIndex, float time, Vector<int> &drawOrder) {
  	_frames[frameIndex] = time;
  	_drawOrders[frameIndex].clear();
  	_drawOrders[frameIndex].addAll(drawOrder);
  }
  
  Vector<float> &DrawOrderTimeline::getFrames() {
  	return _frames;
  }
  
  Vector<Vector<int> > &DrawOrderTimeline::getDrawOrders() {
  	return _drawOrders;
  }
  
  size_t DrawOrderTimeline::getFrameCount() {
  	return _frames.size();
  }