Animation.h
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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.
 *****************************************************************************/
#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 */
