加入5套spine官方运行时

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tianmo
2026-09-07 21:40:29 +08:00
parent 98e51a259e
commit 6837ecada9
935 changed files with 204665 additions and 8 deletions
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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/Array.h>
#include <spine/Color.h>
#include <spine/Map.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/Property.h>
#include <spine/Timeline.h>
namespace spine {
class Timeline;
class BoneTimeline;
class Skeleton;
class Event;
class AnimationState;
/// Stores a list of timelines to animate a skeleton's pose over time.
///
/// See <a href='https://esotericsoftware.com/spine-applying-animations#Timeline-API'>Applying Animations</a> in the Spine
/// Runtimes Guide.
class SP_API Animation : public SpineObject {
friend class AnimationState;
friend class TrackEntry;
friend class AnimationStateData;
friend class AttachmentTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
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 TranslateXTimeline;
friend class TranslateYTimeline;
friend class TwoColorTimeline;
friend class Slider;
public:
/// Creates a new animation. The timelines must be set before use.
Animation(const String &name);
~Animation();
/// If this list or the timelines it contains are modified, the timelines and bones must be set again to recompute the
/// animation's bone indices and timeline property IDs.
///
/// See setTimelines().
Array<Timeline *> &getTimelines();
/// Sets the timelines and bone indices.
void setTimelines(Array<Timeline *> &timelines, Array<int> &bones);
/// Returns true if this animation contains a timeline with any of the specified property IDs.
bool hasTimeline(Array<PropertyId> &ids);
/// The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
/// used to know when it has completed and when it should loop back to the start.
float getDuration();
void setDuration(float inValue);
/// Applies the animation's timelines to the specified skeleton.
///
/// See Timeline::apply() and
/// <a href='https://esotericsoftware.com/spine-applying-animations#Timeline-API'>Applying Animations</a> in the Spine
/// Runtimes Guide.
/// @param skeleton The skeleton the animation is applied to. This provides access to the bones, slots, and other skeleton
/// components the timelines may change.
/// @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at discrete times, in
/// which case all keys are triggered between lastTime (exclusive) and time (inclusive). Pass -1 the first time an
/// animation is applied to ensure frame 0 is triggered.
/// @param time The time in seconds the skeleton is being posed for. Timelines find the frame before and after this time and
/// interpolate between the frame values.
/// @param loop True if time beyond the animation duration repeats the animation, else the last frame is used.
/// @param events If any events are fired, they are added to this list. Can be NULL to ignore fired events or if no timelines
/// fire events.
/// @param alpha 0 applies setup or current values (depending on from), 1 uses timeline values, and intermediate values
/// interpolate between them. Adjusting alpha over time can mix an animation in or out.
/// @param from If true, alpha transitions between setup and timeline values, setup values are used before the first
/// frame (current values are not used). If false, alpha transitions between current and timeline values, no change
/// is made before the first frame.
/// @param add If true, for timelines that support it, their values are added to the setup or current values (depending on
/// from).
/// @param out True when the animation is mixing out, else it is mixing in. Used by timelines that perform instant
/// transitions.
/// @param appliedPose True to modify getAppliedPose(), else the unconstrained pose is modified.
void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Array<Event *> *events, float alpha, MixFrom from, bool add, bool out,
bool appliedPose);
/// The animation's name, which is unique across all animations in the skeleton.
const String &getName();
/// The Skeleton::getBones() indices affected by this animation.
///
/// See setTimelines() and BoneTimeline::getBoneIndex().
const Array<int> &getBones();
/// The color of the animation as it was in Spine, or a default color if nonessential data was not exported.
Color &getColor();
/// @param target After the first and before the last entry.
static int search(Array<float> &values, float target);
static int search(Array<float> &values, float target, int step);
protected:
Array<Timeline *> _timelines;
Map<PropertyId, bool> _timelineIds;
Array<int> _bones;
float _duration;
String _name;
Color _color;
};
}
#endif /* Spine_Animation_h */