axmol/cocos/editor-support/spine/Animation.cpp

640 lines
22 KiB
C++

/******************************************************************************
* Spine Runtime Software License - Version 1.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Essential, Professional, Enterprise, or Education License must
* be purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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.
*****************************************************************************/
#include <spine/Animation.h>
#include <limits.h>
#include <spine/extension.h>
spAnimation* spAnimation_create (const char* name, int timelineCount) {
spAnimation* self = NEW(spAnimation);
MALLOC_STR(self->name, name);
self->timelineCount = timelineCount;
self->timelines = MALLOC(spTimeline*, timelineCount);
return self;
}
void spAnimation_dispose (spAnimation* self) {
int i;
for (i = 0; i < self->timelineCount; ++i)
spTimeline_dispose(self->timelines[i]);
FREE(self->timelines);
FREE(self->name);
FREE(self);
}
void spAnimation_apply (const spAnimation* self, spSkeleton* skeleton, float lastTime, float time, int loop, spEvent** events,
int* eventCount) {
int i, n = self->timelineCount;
if (loop && self->duration) {
time = FMOD(time, self->duration);
lastTime = FMOD(lastTime, self->duration);
}
for (i = 0; i < n; ++i)
spTimeline_apply(self->timelines[i], skeleton, lastTime, time, events, eventCount, 1);
}
void spAnimation_mix (const spAnimation* self, spSkeleton* skeleton, float lastTime, float time, int loop, spEvent** events,
int* eventCount, float alpha) {
int i, n = self->timelineCount;
if (loop && self->duration) {
time = FMOD(time, self->duration);
lastTime = FMOD(lastTime, self->duration);
}
for (i = 0; i < n; ++i)
spTimeline_apply(self->timelines[i], skeleton, lastTime, time, events, eventCount, alpha);
}
/**/
typedef struct _spTimelineVtable {
void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventCount, float alpha);
void (*dispose) (spTimeline* self);
} _spTimelineVtable;
void _spTimeline_init (spTimeline* self, spTimelineType type, /**/
void (*dispose) (spTimeline* self), /**/
void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventCount, float alpha)) {
CONST_CAST(spTimelineType, self->type) = type;
CONST_CAST(_spTimelineVtable*, self->vtable) = NEW(_spTimelineVtable);
VTABLE(spTimeline, self)->dispose = dispose;
VTABLE(spTimeline, self)->apply = apply;
}
void _spTimeline_deinit (spTimeline* self) {
FREE(self->vtable);
}
void spTimeline_dispose (spTimeline* self) {
VTABLE(spTimeline, self)->dispose(self);
}
void spTimeline_apply (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventCount, float alpha) {
VTABLE(spTimeline, self)->apply(self, skeleton, lastTime, time, firedEvents, eventCount, alpha);
}
/**/
static const float CURVE_LINEAR = 0;
static const float CURVE_STEPPED = -1;
static const int CURVE_SEGMENTS = 10;
void _spCurveTimeline_init (spCurveTimeline* self, spTimelineType type, int frameCount, /**/
void (*dispose) (spTimeline* self), /**/
void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventCount, float alpha)) {
_spTimeline_init(SUPER(self), type, dispose, apply);
self->curves = CALLOC(float, (frameCount - 1) * 6);
}
void _spCurveTimeline_deinit (spCurveTimeline* self) {
_spTimeline_deinit(SUPER(self));
FREE(self->curves);
}
void spCurveTimeline_setLinear (spCurveTimeline* self, int frameIndex) {
self->curves[frameIndex * 6] = CURVE_LINEAR;
}
void spCurveTimeline_setStepped (spCurveTimeline* self, int frameIndex) {
self->curves[frameIndex * 6] = CURVE_STEPPED;
}
void spCurveTimeline_setCurve (spCurveTimeline* self, int frameIndex, float cx1, float cy1, float cx2, float cy2) {
float subdiv_step = 1.0f / CURVE_SEGMENTS;
float subdiv_step2 = subdiv_step * subdiv_step;
float subdiv_step3 = subdiv_step2 * subdiv_step;
float pre1 = 3 * subdiv_step;
float pre2 = 3 * subdiv_step2;
float pre4 = 6 * subdiv_step2;
float pre5 = 6 * subdiv_step3;
float tmp1x = -cx1 * 2 + cx2;
float tmp1y = -cy1 * 2 + cy2;
float tmp2x = (cx1 - cx2) * 3 + 1;
float tmp2y = (cy1 - cy2) * 3 + 1;
int i = frameIndex * 6;
self->curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
self->curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
self->curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
self->curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
self->curves[i + 4] = tmp2x * pre5;
self->curves[i + 5] = tmp2y * pre5;
}
float spCurveTimeline_getCurvePercent (const spCurveTimeline* self, int frameIndex, float percent) {
float dfy;
float ddfx;
float ddfy;
float dddfx;
float dddfy;
float x, y;
int i;
int curveIndex = frameIndex * 6;
float dfx = self->curves[curveIndex];
if (dfx == CURVE_LINEAR) return percent;
if (dfx == CURVE_STEPPED) return 0;
dfy = self->curves[curveIndex + 1];
ddfx = self->curves[curveIndex + 2];
ddfy = self->curves[curveIndex + 3];
dddfx = self->curves[curveIndex + 4];
dddfy = self->curves[curveIndex + 5];
x = dfx, y = dfy;
i = CURVE_SEGMENTS - 2;
while (1) {
if (x >= percent) {
float lastX = x - dfx;
float lastY = y - dfy;
return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
}
if (i == 0) break;
i--;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
x += dfx;
y += dfy;
}
return y + (1 - y) * (percent - x) / (1 - x); /* Last point is 1,1. */
}
/* @param target After the first and before the last entry. */
static int binarySearch (float *values, int valuesLength, float target, int step) {
int low = 0, current;
int high = valuesLength / step - 2;
if (high == 0) return step;
current = high >> 1;
while (1) {
if (values[(current + 1) * step] <= target)
low = current + 1;
else
high = current;
if (low == high) return (low + 1) * step;
current = (low + high) >> 1;
}
return 0;
}
/*static int linearSearch (float *values, int valuesLength, float target, int step) {
int i, last = valuesLength - step;
for (i = 0; i <= last; i += step) {
if (values[i] <= target) continue;
return i;
}
return -1;
}*/
/**/
void _spBaseTimeline_dispose (spTimeline* timeline) {
struct spBaseTimeline* self = SUB_CAST(struct spBaseTimeline, timeline);
_spCurveTimeline_deinit(SUPER(self));
FREE(self->frames);
FREE(self);
}
/* Many timelines have structure identical to struct spBaseTimeline and extend spCurveTimeline. **/
struct spBaseTimeline* _spBaseTimeline_create (int frameCount, spTimelineType type, int frameSize, /**/
void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventCount, float alpha)) {
struct spBaseTimeline* self = NEW(struct spBaseTimeline);
_spCurveTimeline_init(SUPER(self), type, frameCount, _spBaseTimeline_dispose, apply);
CONST_CAST(int, self->framesLength) = frameCount * frameSize;
CONST_CAST(float*, self->frames) = CALLOC(float, self->framesLength);
return self;
}
/**/
static const int ROTATE_LAST_FRAME_TIME = -2;
static const int ROTATE_FRAME_VALUE = 1;
void _spRotateTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventCount, float alpha) {
spBone *bone;
int frameIndex;
float lastFrameValue, frameTime, percent, amount;
spRotateTimeline* self = SUB_CAST(spRotateTimeline, timeline);
if (time < self->frames[0]) return; /* Time is before first frame. */
bone = skeleton->bones[self->boneIndex];
if (time >= self->frames[self->framesLength - 2]) { /* Time is after last frame. */
amount = bone->data->rotation + self->frames[self->framesLength - 1] - bone->rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone->rotation += amount * alpha;
return;
}
/* Interpolate between the last frame and the current frame. */
frameIndex = binarySearch(self->frames, self->framesLength, time, 2);
lastFrameValue = self->frames[frameIndex - 1];
frameTime = self->frames[frameIndex];
percent = 1 - (time - frameTime) / (self->frames[frameIndex + ROTATE_LAST_FRAME_TIME] - frameTime);
percent = spCurveTimeline_getCurvePercent(SUPER(self), frameIndex / 2 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
amount = self->frames[frameIndex + ROTATE_FRAME_VALUE] - lastFrameValue;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
amount = bone->data->rotation + (lastFrameValue + amount * percent) - bone->rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone->rotation += amount * alpha;
}
spRotateTimeline* spRotateTimeline_create (int frameCount) {
return _spBaseTimeline_create(frameCount, TIMELINE_ROTATE, 2, _spRotateTimeline_apply);
}
void spRotateTimeline_setFrame (spRotateTimeline* self, int frameIndex, float time, float angle) {
frameIndex *= 2;
self->frames[frameIndex] = time;
self->frames[frameIndex + 1] = angle;
}
/**/
static const int TRANSLATE_LAST_FRAME_TIME = -3;
static const int TRANSLATE_FRAME_X = 1;
static const int TRANSLATE_FRAME_Y = 2;
void _spTranslateTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time,
spEvent** firedEvents, int* eventCount, float alpha) {
spBone *bone;
int frameIndex;
float lastFrameX, lastFrameY, frameTime, percent;
spTranslateTimeline* self = SUB_CAST(spTranslateTimeline, timeline);
if (time < self->frames[0]) return; /* Time is before first frame. */
bone = skeleton->bones[self->boneIndex];
if (time >= self->frames[self->framesLength - 3]) { /* Time is after last frame. */
bone->x += (bone->data->x + self->frames[self->framesLength - 2] - bone->x) * alpha;
bone->y += (bone->data->y + self->frames[self->framesLength - 1] - bone->y) * alpha;
return;
}
/* Interpolate between the last frame and the current frame. */
frameIndex = binarySearch(self->frames, self->framesLength, time, 3);
lastFrameX = self->frames[frameIndex - 2];
lastFrameY = self->frames[frameIndex - 1];
frameTime = self->frames[frameIndex];
percent = 1 - (time - frameTime) / (self->frames[frameIndex + TRANSLATE_LAST_FRAME_TIME] - frameTime);
percent = spCurveTimeline_getCurvePercent(SUPER(self), frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
bone->x += (bone->data->x + lastFrameX + (self->frames[frameIndex + TRANSLATE_FRAME_X] - lastFrameX) * percent - bone->x)
* alpha;
bone->y += (bone->data->y + lastFrameY + (self->frames[frameIndex + TRANSLATE_FRAME_Y] - lastFrameY) * percent - bone->y)
* alpha;
}
spTranslateTimeline* spTranslateTimeline_create (int frameCount) {
return _spBaseTimeline_create(frameCount, TIMELINE_TRANLATE, 3, _spTranslateTimeline_apply);
}
void spTranslateTimeline_setFrame (spTranslateTimeline* self, int frameIndex, float time, float x, float y) {
frameIndex *= 3;
self->frames[frameIndex] = time;
self->frames[frameIndex + 1] = x;
self->frames[frameIndex + 2] = y;
}
/**/
void _spScaleTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventCount, float alpha) {
spBone *bone;
int frameIndex;
float lastFrameX, lastFrameY, frameTime, percent;
spScaleTimeline* self = SUB_CAST(spScaleTimeline, timeline);
if (time < self->frames[0]) return; /* Time is before first frame. */
bone = skeleton->bones[self->boneIndex];
if (time >= self->frames[self->framesLength - 3]) { /* Time is after last frame. */
bone->scaleX += (bone->data->scaleX - 1 + self->frames[self->framesLength - 2] - bone->scaleX) * alpha;
bone->scaleY += (bone->data->scaleY - 1 + self->frames[self->framesLength - 1] - bone->scaleY) * alpha;
return;
}
/* Interpolate between the last frame and the current frame. */
frameIndex = binarySearch(self->frames, self->framesLength, time, 3);
lastFrameX = self->frames[frameIndex - 2];
lastFrameY = self->frames[frameIndex - 1];
frameTime = self->frames[frameIndex];
percent = 1 - (time - frameTime) / (self->frames[frameIndex + TRANSLATE_LAST_FRAME_TIME] - frameTime);
percent = spCurveTimeline_getCurvePercent(SUPER(self), frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
bone->scaleX += (bone->data->scaleX - 1 + lastFrameX + (self->frames[frameIndex + TRANSLATE_FRAME_X] - lastFrameX) * percent
- bone->scaleX) * alpha;
bone->scaleY += (bone->data->scaleY - 1 + lastFrameY + (self->frames[frameIndex + TRANSLATE_FRAME_Y] - lastFrameY) * percent
- bone->scaleY) * alpha;
}
spScaleTimeline* spScaleTimeline_create (int frameCount) {
return _spBaseTimeline_create(frameCount, TIMELINE_SCALE, 3, _spScaleTimeline_apply);
}
void spScaleTimeline_setFrame (spScaleTimeline* self, int frameIndex, float time, float x, float y) {
spTranslateTimeline_setFrame(self, frameIndex, time, x, y);
}
/**/
static const int COLOR_LAST_FRAME_TIME = -5;
static const int COLOR_FRAME_R = 1;
static const int COLOR_FRAME_G = 2;
static const int COLOR_FRAME_B = 3;
static const int COLOR_FRAME_A = 4;
void _spColorTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventCount, float alpha) {
spSlot *slot;
int frameIndex;
float lastFrameR, lastFrameG, lastFrameB, lastFrameA, percent, frameTime;
float r, g, b, a;
spColorTimeline* self = (spColorTimeline*)timeline;
if (time < self->frames[0]) return; /* Time is before first frame. */
slot = skeleton->slots[self->slotIndex];
if (time >= self->frames[self->framesLength - 5]) { /* Time is after last frame. */
int i = self->framesLength - 1;
slot->r = self->frames[i - 3];
slot->g = self->frames[i - 2];
slot->b = self->frames[i - 1];
slot->a = self->frames[i];
return;
}
/* Interpolate between the last frame and the current frame. */
frameIndex = binarySearch(self->frames, self->framesLength, time, 5);
lastFrameR = self->frames[frameIndex - 4];
lastFrameG = self->frames[frameIndex - 3];
lastFrameB = self->frames[frameIndex - 2];
lastFrameA = self->frames[frameIndex - 1];
frameTime = self->frames[frameIndex];
percent = 1 - (time - frameTime) / (self->frames[frameIndex + COLOR_LAST_FRAME_TIME] - frameTime);
percent = spCurveTimeline_getCurvePercent(SUPER(self), frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
r = lastFrameR + (self->frames[frameIndex + COLOR_FRAME_R] - lastFrameR) * percent;
g = lastFrameG + (self->frames[frameIndex + COLOR_FRAME_G] - lastFrameG) * percent;
b = lastFrameB + (self->frames[frameIndex + COLOR_FRAME_B] - lastFrameB) * percent;
a = lastFrameA + (self->frames[frameIndex + COLOR_FRAME_A] - lastFrameA) * percent;
if (alpha < 1) {
slot->r += (r - slot->r) * alpha;
slot->g += (g - slot->g) * alpha;
slot->b += (b - slot->b) * alpha;
slot->a += (a - slot->a) * alpha;
} else {
slot->r = r;
slot->g = g;
slot->b = b;
slot->a = a;
}
}
spColorTimeline* spColorTimeline_create (int frameCount) {
return (spColorTimeline*)_spBaseTimeline_create(frameCount, TIMELINE_COLOR, 5, _spColorTimeline_apply);
}
void spColorTimeline_setFrame (spColorTimeline* self, int frameIndex, float time, float r, float g, float b, float a) {
frameIndex *= 5;
self->frames[frameIndex] = time;
self->frames[frameIndex + 1] = r;
self->frames[frameIndex + 2] = g;
self->frames[frameIndex + 3] = b;
self->frames[frameIndex + 4] = a;
}
/**/
void _spAttachmentTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time,
spEvent** firedEvents, int* eventCount, float alpha) {
int frameIndex;
const char* attachmentName;
spAttachmentTimeline* self = (spAttachmentTimeline*)timeline;
if (time < self->frames[0]) return; /* Time is before first frame. */
if (time >= self->frames[self->framesLength - 1]) /* Time is after last frame. */
frameIndex = self->framesLength - 1;
else
frameIndex = binarySearch(self->frames, self->framesLength, time, 1) - 1;
attachmentName = self->attachmentNames[frameIndex];
spSlot_setAttachment(skeleton->slots[self->slotIndex],
attachmentName ? spSkeleton_getAttachmentForSlotIndex(skeleton, self->slotIndex, attachmentName) : 0);
}
void _spAttachmentTimeline_dispose (spTimeline* timeline) {
spAttachmentTimeline* self = SUB_CAST(spAttachmentTimeline, timeline);
int i;
_spTimeline_deinit(timeline);
for (i = 0; i < self->framesLength; ++i)
FREE(self->attachmentNames[i]);
FREE(self->attachmentNames);
FREE(self->frames);
FREE(self);
}
spAttachmentTimeline* spAttachmentTimeline_create (int frameCount) {
spAttachmentTimeline* self = NEW(spAttachmentTimeline);
_spTimeline_init(SUPER(self), TIMELINE_ATTACHMENT, _spAttachmentTimeline_dispose, _spAttachmentTimeline_apply);
CONST_CAST(int, self->framesLength) = frameCount;
CONST_CAST(float*, self->frames) = CALLOC(float, frameCount);
CONST_CAST(char**, self->attachmentNames) = CALLOC(char*, frameCount);
return self;
}
void spAttachmentTimeline_setFrame (spAttachmentTimeline* self, int frameIndex, float time, const char* attachmentName) {
self->frames[frameIndex] = time;
FREE(self->attachmentNames[frameIndex]);
if (attachmentName)
MALLOC_STR(self->attachmentNames[frameIndex], attachmentName);
else
self->attachmentNames[frameIndex] = 0;
}
/**/
/** Fires events for frames > lastTime and <= time. */
void _spEventTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventCount, float alpha) {
spEventTimeline* self = (spEventTimeline*)timeline;
int frameIndex;
if (!firedEvents) return;
if (lastTime > time) { /* Fire events after last time for looped animations. */
_spEventTimeline_apply(timeline, skeleton, lastTime, (float)INT_MAX, firedEvents, eventCount, alpha);
lastTime = -1;
} else if (lastTime >= self->frames[self->framesLength - 1]) /* Last time is after last frame. */
return;
if (time < self->frames[0]) return; /* Time is before first frame. */
if (lastTime < self->frames[0])
frameIndex = 0;
else {
float frame;
frameIndex = binarySearch(self->frames, self->framesLength, lastTime, 1);
frame = self->frames[frameIndex];
while (frameIndex > 0) { /* Fire multiple events with the same frame. */
if (self->frames[frameIndex - 1] != frame) break;
frameIndex--;
}
}
for (; frameIndex < self->framesLength && time >= self->frames[frameIndex]; frameIndex++) {
firedEvents[*eventCount] = self->events[frameIndex];
(*eventCount)++;
}
}
void _spEventTimeline_dispose (spTimeline* timeline) {
spEventTimeline* self = SUB_CAST(spEventTimeline, timeline);
int i;
_spTimeline_deinit(timeline);
for (i = 0; i < self->framesLength; ++i)
spEvent_dispose(self->events[i]);
FREE(self->events);
FREE(self->frames);
FREE(self);
}
spEventTimeline* spEventTimeline_create (int frameCount) {
spEventTimeline* self = NEW(spEventTimeline);
_spTimeline_init(SUPER(self), TIMELINE_EVENT, _spEventTimeline_dispose, _spEventTimeline_apply);
CONST_CAST(int, self->framesLength) = frameCount;
CONST_CAST(float*, self->frames) = CALLOC(float, frameCount);
CONST_CAST(spEvent**, self->events) = CALLOC(spEvent*, frameCount);
return self;
}
void spEventTimeline_setFrame (spEventTimeline* self, int frameIndex, float time, spEvent* event) {
self->frames[frameIndex] = time;
FREE(self->events[frameIndex]);
self->events[frameIndex] = event;
}
/**/
void _spDrawOrderTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time,
spEvent** firedEvents, int* eventCount, float alpha) {
int i;
int frameIndex;
const int* drawOrderToSetupIndex;
spDrawOrderTimeline* self = (spDrawOrderTimeline*)timeline;
if (time < self->frames[0]) return; /* Time is before first frame. */
if (time >= self->frames[self->framesLength - 1]) /* Time is after last frame. */
frameIndex = self->framesLength - 1;
else
frameIndex = binarySearch(self->frames, self->framesLength, time, 1) - 1;
drawOrderToSetupIndex = self->drawOrders[frameIndex];
if (!drawOrderToSetupIndex)
memcpy(skeleton->drawOrder, skeleton->slots, self->slotCount * sizeof(int));
else {
for (i = 0; i < self->slotCount; i++)
skeleton->drawOrder[i] = skeleton->slots[drawOrderToSetupIndex[i]];
}
}
void _spDrawOrderTimeline_dispose (spTimeline* timeline) {
spDrawOrderTimeline* self = SUB_CAST(spDrawOrderTimeline, timeline);
int i;
_spTimeline_deinit(timeline);
for (i = 0; i < self->framesLength; ++i)
FREE(self->drawOrders[i]);
FREE(self->drawOrders);
FREE(self->frames);
FREE(self);
}
spDrawOrderTimeline* spDrawOrderTimeline_create (int frameCount, int slotCount) {
spDrawOrderTimeline* self = NEW(spDrawOrderTimeline);
_spTimeline_init(SUPER(self), TIMELINE_DRAWORDER, _spDrawOrderTimeline_dispose, _spDrawOrderTimeline_apply);
CONST_CAST(int, self->framesLength) = frameCount;
CONST_CAST(float*, self->frames) = CALLOC(float, frameCount);
CONST_CAST(int**, self->drawOrders) = CALLOC(int*, frameCount);
CONST_CAST(int, self->slotCount) = slotCount;
return self;
}
void spDrawOrderTimeline_setFrame (spDrawOrderTimeline* self, int frameIndex, float time, const int* drawOrder) {
self->frames[frameIndex] = time;
FREE(self->drawOrders[frameIndex]);
if (!drawOrder)
self->drawOrders[frameIndex] = 0;
else {
self->drawOrders[frameIndex] = MALLOC(int, self->slotCount);
memcpy(CONST_CAST(int*, self->drawOrders[frameIndex]), drawOrder, self->slotCount * sizeof(int));
}
}