/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. * * 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_SequenceTimeline_h #define Spine_SequenceTimeline_h #include #include namespace spine { class Attachment; class SP_API SequenceTimeline : public Timeline { friend class SkeletonBinary; friend class SkeletonJson; RTTI_DECL public: explicit SequenceTimeline(size_t frameCount, int slotIndex, spine::Attachment *attachment); virtual ~SequenceTimeline(); virtual void apply(Skeleton &skeleton, float lastTime, float time, Vector *pEvents, float alpha, MixBlend blend, MixDirection direction); void setFrame(int frame, float time, SequenceMode mode, int index, float delay); int getSlotIndex() { return _slotIndex; }; void setSlotIndex(int inValue) { _slotIndex = inValue; } Attachment *getAttachment() { return _attachment; } protected: int _slotIndex; Attachment *_attachment; static const int ENTRIES = 3; static const int MODE = 1; static const int DELAY = 2; }; } #endif /* Spine_SequenceTimeline_h */