2014-10-15 11:23:02 +08:00
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/******************************************************************************
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* Spine Runtimes Software License
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2015-07-21 01:39:34 +08:00
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* Version 2.3
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2014-10-15 11:23:02 +08:00
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*
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2015-07-21 01:39:34 +08:00
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* Copyright (c) 2013-2015, Esoteric Software
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2014-10-15 11:23:02 +08:00
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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2015-07-21 01:39:34 +08:00
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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2014-10-15 11:23:02 +08:00
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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2015-07-21 01:39:34 +08:00
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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2014-10-15 11:23:02 +08:00
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/AnimationState.h>
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#include <spine/extension.h>
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#include <string.h>
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spTrackEntry* _spTrackEntry_create (spAnimationState* state) {
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spTrackEntry* self = NEW(spTrackEntry);
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CONST_CAST(spAnimationState*, self->state) = state;
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self->timeScale = 1;
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self->lastTime = -1;
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self->mix = 1;
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return self;
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}
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void _spTrackEntry_dispose (spTrackEntry* self) {
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if (self->previous) SUB_CAST(_spAnimationState, self->state)->disposeTrackEntry(self->previous);
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FREE(self);
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}
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/**/
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spTrackEntry* _spAnimationState_createTrackEntry (spAnimationState* self) {
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return _spTrackEntry_create(self);
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}
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void _spAnimationState_disposeTrackEntry (spTrackEntry* entry) {
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_spTrackEntry_dispose(entry);
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}
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spAnimationState* spAnimationState_create (spAnimationStateData* data) {
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_spAnimationState* internal = NEW(_spAnimationState);
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spAnimationState* self = SUPER(internal);
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internal->events = MALLOC(spEvent*, 64);
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self->timeScale = 1;
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CONST_CAST(spAnimationStateData*, self->data) = data;
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internal->createTrackEntry = _spAnimationState_createTrackEntry;
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internal->disposeTrackEntry = _spAnimationState_disposeTrackEntry;
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return self;
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}
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void _spAnimationState_disposeAllEntries (spAnimationState* self, spTrackEntry* entry) {
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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while (entry) {
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spTrackEntry* next = entry->next;
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internal->disposeTrackEntry(entry);
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entry = next;
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}
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}
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void spAnimationState_dispose (spAnimationState* self) {
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int i;
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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FREE(internal->events);
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for (i = 0; i < self->tracksCount; ++i)
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_spAnimationState_disposeAllEntries(self, self->tracks[i]);
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FREE(self->tracks);
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FREE(self);
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}
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void _spAnimationState_setCurrent (spAnimationState* self, int index, spTrackEntry* entry);
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void spAnimationState_update (spAnimationState* self, float delta) {
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int i;
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float previousDelta;
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delta *= self->timeScale;
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for (i = 0; i < self->tracksCount; ++i) {
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spTrackEntry* current = self->tracks[i];
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if (!current) continue;
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current->time += delta * current->timeScale;
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if (current->previous) {
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previousDelta = delta * current->previous->timeScale;
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current->previous->time += previousDelta;
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current->mixTime += previousDelta;
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}
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if (current->next) {
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current->next->time = current->lastTime - current->next->delay;
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if (current->next->time >= 0) _spAnimationState_setCurrent(self, i, current->next);
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} else {
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/* End non-looping animation when it reaches its end time and there is no next entry. */
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if (!current->loop && current->lastTime >= current->endTime) spAnimationState_clearTrack(self, i);
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}
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}
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}
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void spAnimationState_apply (spAnimationState* self, spSkeleton* skeleton) {
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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int i, ii;
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int eventsCount;
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int entryChanged;
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float time;
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spTrackEntry* previous;
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for (i = 0; i < self->tracksCount; ++i) {
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spTrackEntry* current = self->tracks[i];
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if (!current) continue;
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eventsCount = 0;
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time = current->time;
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if (!current->loop && time > current->endTime) time = current->endTime;
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previous = current->previous;
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if (!previous) {
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if (current->mix == 1) {
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spAnimation_apply(current->animation, skeleton, current->lastTime, time,
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current->loop, internal->events, &eventsCount);
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} else {
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spAnimation_mix(current->animation, skeleton, current->lastTime, time,
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current->loop, internal->events, &eventsCount, current->mix);
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}
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} else {
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float alpha = current->mixTime / current->mixDuration * current->mix;
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float previousTime = previous->time;
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if (!previous->loop && previousTime > previous->endTime) previousTime = previous->endTime;
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spAnimation_apply(previous->animation, skeleton, previousTime, previousTime, previous->loop, 0, 0);
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if (alpha >= 1) {
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alpha = 1;
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internal->disposeTrackEntry(current->previous);
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current->previous = 0;
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}
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spAnimation_mix(current->animation, skeleton, current->lastTime, time,
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current->loop, internal->events, &eventsCount, alpha);
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}
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entryChanged = 0;
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for (ii = 0; ii < eventsCount; ++ii) {
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spEvent* event = internal->events[ii];
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if (current->listener) {
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current->listener(self, i, SP_ANIMATION_EVENT, event, 0);
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if (self->tracks[i] != current) {
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entryChanged = 1;
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break;
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}
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}
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if (self->listener) {
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self->listener(self, i, SP_ANIMATION_EVENT, event, 0);
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if (self->tracks[i] != current) {
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entryChanged = 1;
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break;
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}
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}
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}
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if (entryChanged) continue;
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/* Check if completed the animation or a loop iteration. */
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if (current->loop ? (FMOD(current->lastTime, current->endTime) > FMOD(time, current->endTime))
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: (current->lastTime < current->endTime && time >= current->endTime)) {
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int count = (int)(time / current->endTime);
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if (current->listener) {
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current->listener(self, i, SP_ANIMATION_COMPLETE, 0, count);
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if (self->tracks[i] != current) continue;
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}
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if (self->listener) {
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self->listener(self, i, SP_ANIMATION_COMPLETE, 0, count);
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if (self->tracks[i] != current) continue;
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}
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}
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current->lastTime = current->time;
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}
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}
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void spAnimationState_clearTracks (spAnimationState* self) {
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int i;
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for (i = 0; i < self->tracksCount; ++i)
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spAnimationState_clearTrack(self, i);
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self->tracksCount = 0;
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}
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void spAnimationState_clearTrack (spAnimationState* self, int trackIndex) {
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spTrackEntry* current;
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if (trackIndex >= self->tracksCount) return;
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current = self->tracks[trackIndex];
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if (!current) return;
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if (current->listener) current->listener(self, trackIndex, SP_ANIMATION_END, 0, 0);
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if (self->listener) self->listener(self, trackIndex, SP_ANIMATION_END, 0, 0);
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self->tracks[trackIndex] = 0;
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_spAnimationState_disposeAllEntries(self, current);
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}
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spTrackEntry* _spAnimationState_expandToIndex (spAnimationState* self, int index) {
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spTrackEntry** newTracks;
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if (index < self->tracksCount) return self->tracks[index];
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newTracks = CALLOC(spTrackEntry*, index + 1);
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memcpy(newTracks, self->tracks, self->tracksCount * sizeof(spTrackEntry*));
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FREE(self->tracks);
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self->tracks = newTracks;
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self->tracksCount = index + 1;
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return 0;
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}
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void _spAnimationState_setCurrent (spAnimationState* self, int index, spTrackEntry* entry) {
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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spTrackEntry* current = _spAnimationState_expandToIndex(self, index);
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if (current) {
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spTrackEntry* previous = current->previous;
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current->previous = 0;
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if (current->listener) current->listener(self, index, SP_ANIMATION_END, 0, 0);
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if (self->listener) self->listener(self, index, SP_ANIMATION_END, 0, 0);
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entry->mixDuration = spAnimationStateData_getMix(self->data, current->animation, entry->animation);
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if (entry->mixDuration > 0) {
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entry->mixTime = 0;
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/* If a mix is in progress, mix from the closest animation. */
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if (previous && current->mixTime / current->mixDuration < 0.5f) {
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entry->previous = previous;
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previous = current;
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} else
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entry->previous = current;
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} else
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internal->disposeTrackEntry(current);
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if (previous) internal->disposeTrackEntry(previous);
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}
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self->tracks[index] = entry;
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if (entry->listener) {
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entry->listener(self, index, SP_ANIMATION_START, 0, 0);
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if (self->tracks[index] != entry) return;
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}
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if (self->listener) self->listener(self, index, SP_ANIMATION_START, 0, 0);
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}
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spTrackEntry* spAnimationState_setAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
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int/*bool*/loop) {
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spAnimation* animation = spSkeletonData_findAnimation(self->data->skeletonData, animationName);
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return spAnimationState_setAnimation(self, trackIndex, animation, loop);
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}
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spTrackEntry* spAnimationState_setAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop) {
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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spTrackEntry* entry;
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spTrackEntry* current = _spAnimationState_expandToIndex(self, trackIndex);
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if (current) _spAnimationState_disposeAllEntries(self, current->next);
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entry = internal->createTrackEntry(self);
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entry->animation = animation;
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entry->loop = loop;
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entry->endTime = animation->duration;
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_spAnimationState_setCurrent(self, trackIndex, entry);
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return entry;
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}
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spTrackEntry* spAnimationState_addAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
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int/*bool*/loop, float delay) {
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spAnimation* animation = spSkeletonData_findAnimation(self->data->skeletonData, animationName);
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return spAnimationState_addAnimation(self, trackIndex, animation, loop, delay);
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}
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spTrackEntry* spAnimationState_addAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop,
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float delay) {
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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spTrackEntry* last;
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spTrackEntry* entry = internal->createTrackEntry(self);
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entry->animation = animation;
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entry->loop = loop;
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entry->endTime = animation->duration;
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last = _spAnimationState_expandToIndex(self, trackIndex);
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if (last) {
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while (last->next)
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last = last->next;
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last->next = entry;
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} else
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self->tracks[trackIndex] = entry;
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if (delay <= 0) {
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if (last)
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delay += last->endTime - spAnimationStateData_getMix(self->data, last->animation, animation);
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else
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delay = 0;
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}
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entry->delay = delay;
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return entry;
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}
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spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex) {
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if (trackIndex >= self->tracksCount) return 0;
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return self->tracks[trackIndex];
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}
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