/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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_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 */