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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#include <spine/AttachmentTimeline.h>
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#include <spine/Event.h>
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#include <spine/Skeleton.h>
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#include <spine/Animation.h>
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#include <spine/Bone.h>
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#include <spine/Property.h>
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#include <spine/Slot.h>
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#include <spine/SlotData.h>
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#include <spine/SlotPose.h>
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using namespace spine;
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RTTI_IMPL_MULTI(AttachmentTimeline, Timeline, SlotTimeline)
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AttachmentTimeline::AttachmentTimeline(size_t frameCount, int slotIndex) : Timeline(frameCount, 1), SlotTimeline(), _slotIndex(slotIndex) {
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PropertyId ids[] = {((PropertyId) Property_Attachment << 32) | slotIndex};
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setPropertyIds(ids, 1);
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_instant = true;
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_attachmentNames.ensureCapacity(frameCount);
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for (size_t i = 0; i < frameCount; ++i) {
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_attachmentNames.add(String());
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}
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}
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AttachmentTimeline::~AttachmentTimeline() {
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}
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void AttachmentTimeline::setAttachment(Skeleton &skeleton, SlotPose &pose, String *attachmentName) {
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pose.setAttachment(attachmentName == NULL || attachmentName->isEmpty() ? NULL : skeleton.getAttachment(_slotIndex, *attachmentName));
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}
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void AttachmentTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, MixFrom from, bool add, bool out,
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bool appliedPose) {
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SP_UNUSED(lastTime);
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SP_UNUSED(events);
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SP_UNUSED(alpha);
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SP_UNUSED(add);
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Slot *slot = skeleton._slots[_slotIndex];
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if (!slot->_bone.isActive()) return;
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SlotPose &pose = appliedPose ? *slot->_appliedPose : slot->_pose;
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if (out || time < _frames[0]) {
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if (from != MixFrom_Current) setAttachment(skeleton, pose, &slot->_data._attachmentName);
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} else {
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setAttachment(skeleton, pose, &_attachmentNames[Animation::search(_frames, time)]);
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}
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}
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void AttachmentTimeline::setFrame(int frame, float time, const String &attachmentName) {
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_frames[frame] = time;
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_attachmentNames[frame] = attachmentName;
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}
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Array<String> &AttachmentTimeline::getAttachmentNames() {
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return _attachmentNames;
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}
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