EventTimeline.cpp
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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/EventTimeline.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>
#include <spine/EventData.h>
#include <spine/ContainerUtil.h>
#include <float.h>
using namespace spine;
RTTI_IMPL(EventTimeline, Timeline)
EventTimeline::EventTimeline(int frameCount) : Timeline() {
_frames.setSize(frameCount, 0);
_events.setSize(frameCount, NULL);
}
EventTimeline::~EventTimeline() {
ContainerUtil::cleanUpVectorOfPointers(_events);
}
void EventTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha,
MixBlend blend, MixDirection direction
) {
if (pEvents == NULL) return;
Vector<Event *> &events = *pEvents;
size_t frameCount = _frames.size();
if (lastTime > time) {
// Fire events after last time for looped animations.
apply(skeleton, lastTime, FLT_MAX, pEvents, alpha, blend, direction);
lastTime = -1.0f;
} else if (lastTime >= _frames[frameCount - 1]) {
// Last time is after last frame.
return;
}
if (time < _frames[0]) return; // Time is before first frame.
int frame;
if (lastTime < _frames[0]) {
frame = 0;
} else {
frame = Animation::binarySearch(_frames, lastTime);
float frameTime = _frames[frame];
while (frame > 0) {
// Fire multiple events with the same frame.
if (_frames[frame - 1] != frameTime) break;
frame--;
}
}
for (; (size_t)frame < frameCount && time >= _frames[frame]; ++frame)
events.add(_events[frame]);
}
int EventTimeline::getPropertyId() {
return ((int) TimelineType_Event << 24);
}
void EventTimeline::setFrame(size_t frameIndex, Event *event) {
_frames[frameIndex] = event->getTime();
_events[frameIndex] = event;
}
Vector<float> EventTimeline::getFrames() { return _frames; }
Vector<Event *> &EventTimeline::getEvents() { return _events; }
size_t EventTimeline::getFrameCount() { return _frames.size(); }