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/EventTimeline.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/ArrayUtils.h>
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#include <spine/EventData.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 <float.h>
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using namespace spine;
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RTTI_IMPL(EventTimeline, Timeline)
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EventTimeline::EventTimeline(size_t frameCount) : Timeline(frameCount, 1) {
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PropertyId ids[] = {((PropertyId) Property_Event << 32)};
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setPropertyIds(ids, 1);
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_events.setSize(frameCount, NULL);
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_instant = true;
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}
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EventTimeline::~EventTimeline() {
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ArrayUtils::deleteElements(_events);
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}
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void EventTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *pEvents, float alpha, MixFrom from, bool add, bool out,
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bool appliedPose) {
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SP_UNUSED(skeleton);
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if (pEvents == NULL) return;
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Array<Event *> &events = *pEvents;
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size_t frameCount = _frames.size();
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if (lastTime > time) {
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// Apply after lastTime for looped animations.
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apply(skeleton, lastTime, FLT_MAX, pEvents, 0, MixFrom_Current, false, false, false);
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lastTime = -1.0f;
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} else if (lastTime >= _frames[frameCount - 1]) {
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// Last time is after last frame.
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return;
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}
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if (time < _frames[0]) return;// Time is before first frame.
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int i;
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if (lastTime < _frames[0]) {
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i = 0;
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} else {
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i = Animation::search(_frames, lastTime) + 1;
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float frameTime = _frames[i];
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while (i > 0) {
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// Fire multiple events with the same frame.
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if (_frames[i - 1] != frameTime) break;
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i--;
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}
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}
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for (; (size_t) i < frameCount && time >= _frames[i]; i++) events.add(_events[i]);
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}
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void EventTimeline::setFrame(size_t frame, Event &event) {
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_frames[frame] = event.getTime();
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_events[frame] = &event;
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}
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size_t EventTimeline::getFrameCount() {
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return _frames.size();
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}
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Array<Event *> &EventTimeline::getEvents() {
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return _events;
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}
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