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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, 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_AnimationState_h
- #define Spine_AnimationState_h
- #include <spine/Vector.h>
- #include <spine/Pool.h>
- #include <spine/MixBlend.h>
- #include <spine/SpineObject.h>
- #include <spine/SpineString.h>
- #include <spine/HasRendererObject.h>
- #ifdef SPINE_USE_STD_FUNCTION
- #include <functional>
- #endif
- namespace spine {
- enum EventType {
- EventType_Start,
- EventType_Interrupt,
- EventType_End,
- EventType_Complete,
- EventType_Dispose,
- EventType_Event
- };
- class AnimationState;
- class TrackEntry;
- class Animation;
- class Event;
- class AnimationStateData;
- class Skeleton;
- class RotateTimeline;
- #ifdef SPINE_USE_STD_FUNCTION
- typedef std::function<void (AnimationState* state, EventType type, TrackEntry* entry, Event* event)> AnimationStateListener;
- #else
- typedef void (*AnimationStateListener) (AnimationState* state, EventType type, TrackEntry* entry, Event* event);
- #endif
- /// Abstract class to inherit from to create a callback object
- class SP_API AnimationStateListenerObject {
- public:
- AnimationStateListenerObject() { };
- virtual ~AnimationStateListenerObject() { };
- public:
- /// The callback function to be called
- virtual void callback(AnimationState* state, EventType type, TrackEntry* entry, Event* event) = 0;
- };
- /// State for the playback of an animation
- class SP_API TrackEntry : public SpineObject, public HasRendererObject {
- friend class EventQueue;
- friend class AnimationState;
- public:
- TrackEntry();
- virtual ~TrackEntry();
- /// The index of the track where this entry is either current or queued.
- int getTrackIndex();
- /// The animation to apply for this track entry.
- Animation* getAnimation();
- /// If true, the animation will repeat. If false, it will not, instead its last frame is applied if played beyond its duration.
- bool getLoop();
- void setLoop(bool inValue);
- /// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead
- /// of being mixed out.
- ///
- /// When mixing between animations that key the same property, if a lower track also keys that property then the value will
- /// briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0%
- /// while the second animation mixes from 0% to 100%. Setting holdPrevious to true applies the first animation
- /// at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which
- /// keys the property, only when a higher track also keys the property.
- ///
- /// Snapping will occur if holdPrevious is true and this animation does not key all the same properties as the
- /// previous animation.
- bool getHoldPrevious();
- void setHoldPrevious(bool inValue);
- /// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
- /// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
- /// track entry will become the current track entry.
- float getDelay();
- void setDelay(float inValue);
- /// Current time in seconds this track entry has been the current track entry. The track time determines
- /// TrackEntry.AnimationTime. The track time can be set to start the animation at a time other than 0, without affecting looping.
- float getTrackTime();
- void setTrackTime(float inValue);
- /// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
- /// non-looping animations and to int.MaxValue for looping animations. If the track end time is reached and no
- /// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
- /// are set to the setup pose and the track is cleared.
- ///
- /// It may be desired to use AnimationState.addEmptyAnimation(int, float, float) to mix the properties back to the
- /// setup pose over time, rather than have it happen instantly.
- float getTrackEnd();
- void setTrackEnd(float inValue);
- /// Seconds when this animation starts, both initially and after looping. Defaults to 0.
- ///
- /// When changing the animation start time, it often makes sense to set TrackEntry.AnimationLast to the same value to
- /// prevent timeline keys before the start time from triggering.
- float getAnimationStart();
- void setAnimationStart(float inValue);
- /// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
- /// loop back to TrackEntry.AnimationStart at this time. Defaults to the animation duration.
- float getAnimationEnd();
- void setAnimationEnd(float inValue);
- /// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
- /// animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time
- /// (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation is applied.
- float getAnimationLast();
- void setAnimationLast(float inValue);
- /// Uses TrackEntry.TrackTime to compute the animation time between TrackEntry.AnimationStart. and
- /// TrackEntry.AnimationEnd. When the track time is 0, the animation time is equal to the animation start time.
- float getAnimationTime();
- /// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
- /// faster. Defaults to 1.
- float getTimeScale();
- void setTimeScale(float inValue);
- /// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with
- /// this animation.
- ///
- /// Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
- /// to use alpha on track 0 if the skeleton pose is from the last frame render.
- float getAlpha();
- void setAlpha(float inValue);
- ///
- /// When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation
- /// being mixed out will be applied. Defaults to 0, so event timelines are not applied for an animation being mixed out.
- float getEventThreshold();
- void setEventThreshold(float inValue);
- /// When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the
- /// animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being
- /// mixed out.
- float getAttachmentThreshold();
- void setAttachmentThreshold(float inValue);
- /// When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the
- /// animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being
- /// mixed out.
- float getDrawOrderThreshold();
- void setDrawOrderThreshold(float inValue);
- /// The animation queued to start after this animation, or NULL.
- TrackEntry* getNext();
- /// Returns true if at least one loop has been completed.
- bool isComplete();
- /// Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
- /// TrackEntry.MixDuration when the mix is complete.
- float getMixTime();
- void setMixTime(float inValue);
- /// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
- /// AnimationStateData based on the animation before this animation (if any).
- ///
- /// The mix duration can be set manually rather than use the value from AnimationStateData.GetMix.
- /// In that case, the mixDuration must be set before AnimationState.update(float) is next called.
- ///
- /// When using AnimationState::addAnimation(int, Animation, bool, float) with a delay
- /// less than or equal to 0, note the Delay is set using the mix duration from the AnimationStateData
- float getMixDuration();
- void setMixDuration(float inValue);
- MixBlend getMixBlend();
- void setMixBlend(MixBlend blend);
- /// The track entry for the previous animation when mixing from the previous animation to this animation, or NULL if no
- /// mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a double linked list with MixingTo.
- TrackEntry* getMixingFrom();
- /// The track entry for the next animation when mixing from this animation, or NULL if no mixing is currently occuring.
- /// When mixing from multiple animations, MixingTo makes up a double linked list with MixingFrom.
- TrackEntry* getMixingTo();
- /// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
- /// long way around when using alpha and starting animations on other tracks.
- ///
- /// Mixing involves finding a rotation between two others, which has two possible solutions: the short way or the long way around.
- /// The two rotations likely change over time, so which direction is the short or long way also changes.
- /// If the short way was always chosen, bones would flip to the other side when that direction became the long way.
- /// TrackEntry chooses the short way the first time it is applied and remembers that direction.
- void resetRotationDirections();
- void setListener(AnimationStateListener listener);
- void setListener(AnimationStateListenerObject* listener);
- private:
- Animation* _animation;
- TrackEntry* _next;
- TrackEntry* _mixingFrom;
- TrackEntry* _mixingTo;
- int _trackIndex;
- bool _loop, _holdPrevious;
- float _eventThreshold, _attachmentThreshold, _drawOrderThreshold;
- float _animationStart, _animationEnd, _animationLast, _nextAnimationLast;
- float _delay, _trackTime, _trackLast, _nextTrackLast, _trackEnd, _timeScale;
- float _alpha, _mixTime, _mixDuration, _interruptAlpha, _totalAlpha;
- MixBlend _mixBlend;
- Vector<int> _timelineMode;
- Vector<TrackEntry*> _timelineHoldMix;
- Vector<float> _timelinesRotation;
- AnimationStateListener _listener;
- AnimationStateListenerObject* _listenerObject;
- void reset();
- };
- class SP_API EventQueueEntry : public SpineObject {
- friend class EventQueue;
- public:
- EventType _type;
- TrackEntry* _entry;
- Event* _event;
- EventQueueEntry(EventType eventType, TrackEntry* trackEntry, Event* event = NULL);
- };
- class SP_API EventQueue : public SpineObject {
- friend class AnimationState;
- private:
- Vector<EventQueueEntry> _eventQueueEntries;
- AnimationState& _state;
- Pool<TrackEntry>& _trackEntryPool;
- bool _drainDisabled;
- static EventQueue* newEventQueue(AnimationState& state, Pool<TrackEntry>& trackEntryPool);
- static EventQueueEntry newEventQueueEntry(EventType eventType, TrackEntry* entry, Event* event = NULL);
- EventQueue(AnimationState& state, Pool<TrackEntry>& trackEntryPool);
- ~EventQueue();
- void start(spine::TrackEntry* entry);
- void interrupt(spine::TrackEntry* entry);
- void end(spine::TrackEntry* entry);
- void dispose(spine::TrackEntry* entry);
- void complete(spine::TrackEntry* entry);
- void event(TrackEntry* entry, Event* event);
- /// Raises all events in the queue and drains the queue.
- void drain();
- };
- class SP_API AnimationState : public SpineObject, public HasRendererObject {
- friend class TrackEntry;
- friend class EventQueue;
- public:
- explicit AnimationState(AnimationStateData* data);
- ~AnimationState();
- /// Increments the track entry times, setting queued animations as current if needed
- /// @param delta delta time
- void update(float delta);
- /// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
- /// animation state can be applied to multiple skeletons to pose them identically.
- bool apply(Skeleton& skeleton);
- /// Removes all animations from all tracks, leaving skeletons in their previous pose.
- /// It may be desired to use AnimationState.setEmptyAnimations(float) to mix the skeletons back to the setup pose,
- /// rather than leaving them in their previous pose.
- void clearTracks();
- /// Removes all animations from the tracks, leaving skeletons in their previous pose.
- /// It may be desired to use AnimationState.setEmptyAnimations(float) to mix the skeletons back to the setup pose,
- /// rather than leaving them in their previous pose.
- void clearTrack(size_t trackIndex);
- /// Sets an animation by name. setAnimation(int, Animation, bool)
- TrackEntry* setAnimation(size_t trackIndex, const String& animationName, bool loop);
- /// Sets the current animation for a track, discarding any queued animations.
- /// @param loop If true, the animation will repeat.
- /// If false, it will not, instead its last frame is applied if played beyond its duration.
- /// In either case TrackEntry.TrackEnd determines when the track is cleared.
- /// @return
- /// A track entry to allow further customization of animation playback. References to the track entry must not be kept
- /// after AnimationState.Dispose.
- TrackEntry* setAnimation(size_t trackIndex, Animation* animation, bool loop);
- /// Queues an animation by name.
- /// addAnimation(int, Animation, bool, float)
- TrackEntry* addAnimation(size_t trackIndex, const String& animationName, bool loop, float delay);
- /// Adds an animation to be played delay seconds after the current or last queued animation
- /// for a track. If the track is empty, it is equivalent to calling setAnimation.
- /// @param delay
- /// Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
- /// duration of the previous track minus any mix duration plus the negative delay.
- ///
- /// @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
- /// after AnimationState.Dispose
- TrackEntry* addAnimation(size_t trackIndex, Animation* animation, bool loop, float delay);
- /// Sets an empty animation for a track, discarding any queued animations, and mixes to it over the specified mix duration.
- TrackEntry* setEmptyAnimation(size_t trackIndex, float mixDuration);
- /// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
- /// specified mix duration.
- /// @return
- /// A track entry to allow further customization of animation playback. References to the track entry must not be kept after AnimationState.Dispose.
- ///
- /// @param trackIndex Track number.
- /// @param mixDuration Mix duration.
- /// @param delay Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
- /// duration of the previous track minus any mix duration plus the negative delay.
- TrackEntry* addEmptyAnimation(size_t trackIndex, float mixDuration, float delay);
- /// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.
- void setEmptyAnimations(float mixDuration);
- /// @return The track entry for the animation currently playing on the track, or NULL if no animation is currently playing.
- TrackEntry* getCurrent(size_t trackIndex);
- AnimationStateData* getData();
- /// A list of tracks that have animations, which may contain NULLs.
- Vector<TrackEntry*> &getTracks();
- float getTimeScale();
- void setTimeScale(float inValue);
- void setListener(AnimationStateListener listener);
- void setListener(AnimationStateListenerObject* listener);
- void disableQueue();
- void enableQueue();
- private:
- AnimationStateData* _data;
- Pool<TrackEntry> _trackEntryPool;
- Vector<TrackEntry*> _tracks;
- Vector<Event*> _events;
- EventQueue* _queue;
- HashMap<int, bool> _propertyIDs;
- bool _animationsChanged;
- AnimationStateListener _listener;
- AnimationStateListenerObject* _listenerObject;
- float _timeScale;
- static Animation* getEmptyAnimation();
- static void applyRotateTimeline(RotateTimeline* rotateTimeline, Skeleton& skeleton, float time, float alpha, MixBlend pose, Vector<float>& timelinesRotation, size_t i, bool firstFrame);
- /// Returns true when all mixing from entries are complete.
- bool updateMixingFrom(TrackEntry* to, float delta);
- float applyMixingFrom(TrackEntry* to, Skeleton& skeleton, MixBlend currentPose);
- void queueEvents(TrackEntry* entry, float animationTime);
- /// Sets the active TrackEntry for a given track number.
- void setCurrent(size_t index, TrackEntry *current, bool interrupt);
- TrackEntry* expandToIndex(size_t index);
- /// Object-pooling version of new TrackEntry. Obtain an unused TrackEntry from the pool and clear/initialize its values.
- /// @param last May be NULL.
- TrackEntry* newTrackEntry(size_t trackIndex, Animation *animation, bool loop, TrackEntry *last);
- /// Dispose all track entries queued after the given TrackEntry.
- void disposeNext(spine::TrackEntry* entry);
- void animationsChanged();
- void computeHold(TrackEntry *entry);
- void computeNotLast(TrackEntry *entry);
- };
- }
- #endif /* Spine_AnimationState_h */
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