Animation.h 3.63 KB
/******************************************************************************
 * 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
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#ifndef Spine_Animation_h
#define Spine_Animation_h

#include <spine/Vector.h>
#include <spine/HashMap.h>
#include <spine/MixBlend.h>
#include <spine/MixDirection.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>

namespace spine {
class Timeline;

class Skeleton;

class Event;

class SP_API Animation : public SpineObject {
	friend class AnimationState;

	friend class TrackEntry;

	friend class AnimationStateData;

	friend class AttachmentTimeline;

	friend class ColorTimeline;

	friend class DeformTimeline;

	friend class DrawOrderTimeline;

	friend class EventTimeline;

	friend class IkConstraintTimeline;

	friend class PathConstraintMixTimeline;

	friend class PathConstraintPositionTimeline;

	friend class PathConstraintSpacingTimeline;

	friend class RotateTimeline;

	friend class ScaleTimeline;

	friend class ShearTimeline;

	friend class TransformConstraintTimeline;

	friend class TranslateTimeline;

	friend class TwoColorTimeline;

public:
	Animation(const String &name, Vector<Timeline *> &timelines, float duration);

	~Animation();

	/// Applies all the animation's timelines to the specified skeleton.
	/// See also Timeline::apply(Skeleton&, float, float, Vector, float, MixPose, MixDirection)
	void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Vector<Event *> *pEvents, float alpha,
		MixBlend blend, MixDirection direction);

	const String &getName();

	Vector<Timeline *> &getTimelines();

	bool hasTimeline(int id);

	float getDuration();

	void setDuration(float inValue);



private:
	Vector<Timeline *> _timelines;
	HashMap<int, bool> _timelineIds;
	float _duration;
	String _name;

	/// @param target After the first and before the last entry.
	static int binarySearch(Vector<float> &values, float target, int step);

	/// @param target After the first and before the last entry.
	static int binarySearch(Vector<float> &values, float target);

	static int linearSearch(Vector<float> &values, float target, int step);
};
}

#endif /* Spine_Animation_h */