axmol/extensions/spine/runtime/include/spine/Animation.h

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/******************************************************************************
* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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*
* 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, 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>
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#include <spine/Property.h>
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namespace spine {
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class Timeline;
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class Skeleton;
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class Event;
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class AnimationState;
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class SP_API Animation : public SpineObject {
friend class AnimationState;
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friend class TrackEntry;
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friend class AnimationStateData;
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friend class AttachmentTimeline;
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friend class RGBATimeline;
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friend class RGBTimeline;
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friend class AlphaTimeline;
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friend class RGBA2Timeline;
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friend class RGB2Timeline;
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friend class DeformTimeline;
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friend class DrawOrderTimeline;
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friend class EventTimeline;
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friend class IkConstraintTimeline;
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friend class PathConstraintMixTimeline;
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friend class PathConstraintPositionTimeline;
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friend class PathConstraintSpacingTimeline;
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friend class RotateTimeline;
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friend class ScaleTimeline;
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friend class ShearTimeline;
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friend class TransformConstraintTimeline;
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friend class TranslateTimeline;
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friend class TranslateXTimeline;
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friend class TranslateYTimeline;
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friend class TwoColorTimeline;
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public:
Animation(const String &name, Vector<Timeline *> &timelines, float duration);
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~Animation();
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/// 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);
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const String &getName();
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Vector<Timeline *> &getTimelines();
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bool hasTimeline(Vector<PropertyId> &ids);
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float getDuration();
void setDuration(float inValue);
/// @param target After the first and before the last entry.
static int search(Vector<float> &values, float target);
static int search(Vector<float> &values, float target, int step);
private:
Vector<Timeline *> _timelines;
HashMap<PropertyId, bool> _timelineIds;
float _duration;
String _name;
};
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}
#endif /* Spine_Animation_h */