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/SlotCurveTimeline.h>
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#include <spine/Bone.h>
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#include <spine/Skeleton.h>
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#include <spine/Slot.h>
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#include <spine/SlotPose.h>
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using namespace spine;
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RTTI_IMPL_MULTI(SlotCurveTimeline, CurveTimeline, SlotTimeline)
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SlotCurveTimeline::SlotCurveTimeline(size_t frameCount, size_t frameEntries, size_t bezierCount, int slotIndex)
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: CurveTimeline(frameCount, frameEntries, bezierCount), SlotTimeline(), _slotIndex(slotIndex) {
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}
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SlotCurveTimeline::~SlotCurveTimeline() {
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}
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int SlotCurveTimeline::getSlotIndex() {
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return _slotIndex;
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}
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void SlotCurveTimeline::setSlotIndex(int inValue) {
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_slotIndex = inValue;
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}
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void SlotCurveTimeline::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(out);
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Slot *slot = skeleton._slots[_slotIndex];
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if (slot->_bone.isActive()) _apply(*slot, appliedPose ? *slot->_appliedPose : slot->_pose, time, alpha, from, add);
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}
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