加入5套spine官方运行时
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_AnimationStateData_h
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#define Spine_AnimationStateData_h
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#include <spine/Map.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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#include <assert.h>
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namespace spine {
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class SkeletonData;
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class Animation;
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/// Stores mix (crossfade) durations to be applied when AnimationState animations are changed on the same track.
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class SP_API AnimationStateData : public SpineObject {
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friend class AnimationState;
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public:
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explicit AnimationStateData(SkeletonData &skeletonData);
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/// The SkeletonData to look up animations when they are specified by name.
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SkeletonData &getSkeletonData();
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/// The mix duration to use when no mix duration has been specifically defined between two animations.
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float getDefaultMix();
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void setDefaultMix(float inValue);
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/// Sets a mix duration by animation names.
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void setMix(const String &fromName, const String &toName, float duration);
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/// Sets a mix duration when changing from the specified animation to the other.
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/// See TrackEntry.MixDuration.
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void setMix(Animation &from, Animation &to, float duration);
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/// Returns the mix duration to use when changing from the specified animation to the other on the same track,
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/// or the default mix if no mix duration has been set.
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float getMix(Animation &from, Animation &to);
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/// Removes all mixes and sets the default mix to 0.
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void clear();
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private:
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class AnimationPair : public SpineObject {
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public:
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Animation *_a1;
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Animation *_a2;
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explicit AnimationPair(Animation *a1 = NULL, Animation *a2 = NULL);
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bool operator==(const AnimationPair &other) const;
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};
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class AnimationPairHash {
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public:
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size_t operator()(const AnimationPair &pair) const;
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};
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SkeletonData *_skeletonData;
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float _defaultMix;
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Map<AnimationPair, float, AnimationPairHash> _animationToMixTime;
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};
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}
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#endif /* Spine_AnimationStateData_h */
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