2024-10-23 17:55:55 +08:00
/ * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Spine Runtimes License Agreement
2024-11-21 09:35:48 +08:00
* Last updated July 28 , 2023. Replaces all prior versions .
2024-10-23 17:55:55 +08:00
*
2024-11-21 09:35:48 +08:00
* Copyright ( c ) 2013 - 2023 , Esoteric Software LLC
2024-10-23 17:55:55 +08:00
*
* 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
*
2024-11-21 09:35:48 +08:00
* Otherwise , it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes ( collectively ,
2024-10-23 17:55:55 +08:00
* "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
2024-11-21 09:35:48 +08:00
* ( 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 .
2024-10-23 17:55:55 +08:00
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * /
using System ;
using System.Collections.Generic ;
namespace Spine {
/// <summary>
/// <para>
/// Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
/// multiple animations on top of each other (layering).</para>
/// <para>
/// See <a href='http://esotericsoftware.com/spine-applying-animations/'>Applying Animations</a> in the Spine Runtimes Guide.</para>
/// </summary>
public class AnimationState {
2024-11-21 09:35:48 +08:00
internal static readonly Animation EmptyAnimation = new Animation ( "<empty>" , new ExposedList < Timeline > ( ) , 0 ) ;
2024-10-23 17:55:55 +08:00
/// 1) A previously applied timeline has set this property.<para />
/// Result: Mix from the current pose to the timeline pose.
internal const int Subsequent = 0 ;
/// 1) This is the first timeline to set this property.<para />
/// 2) The next track entry applied after this one does not have a timeline to set this property.<para />
/// Result: Mix from the setup pose to the timeline pose.
internal const int First = 1 ;
2024-11-21 09:35:48 +08:00
/// 1) A previously applied timeline has set this property.<para />
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
/// 3) The next track entry after that one does not have a timeline to set this property.<para />
2024-10-23 17:55:55 +08:00
/// Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading
/// animations that key the same property. A subsequent timeline will set this property using a mix.
internal const int HoldSubsequent = 2 ;
/// 1) This is the first timeline to set this property.<para />
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
/// 3) The next track entry after that one does not have a timeline to set this property.<para />
/// Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
/// that key the same property. A subsequent timeline will set this property using a mix.
internal const int HoldFirst = 3 ;
/// 1) This is the first timeline to set this property.<para />
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
/// 3) The next track entry after that one does have a timeline to set this property.<para />
/// 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.<para />
/// Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than
/// 2 track entries in a row have a timeline that sets the same property.<para />
/// Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid
/// "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A
/// (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed
/// out position.
internal const int HoldMix = 4 ;
2024-11-21 09:35:48 +08:00
internal const int Setup = 1 , Current = 2 ;
2024-10-23 17:55:55 +08:00
protected AnimationStateData data ;
private readonly ExposedList < TrackEntry > tracks = new ExposedList < TrackEntry > ( ) ;
private readonly ExposedList < Event > events = new ExposedList < Event > ( ) ;
// difference to libgdx reference: delegates are used for event callbacks instead of 'final SnapshotArray<AnimationStateListener> listeners'.
internal void OnStart ( TrackEntry entry ) { if ( Start ! = null ) Start ( entry ) ; }
internal void OnInterrupt ( TrackEntry entry ) { if ( Interrupt ! = null ) Interrupt ( entry ) ; }
internal void OnEnd ( TrackEntry entry ) { if ( End ! = null ) End ( entry ) ; }
internal void OnDispose ( TrackEntry entry ) { if ( Dispose ! = null ) Dispose ( entry ) ; }
internal void OnComplete ( TrackEntry entry ) { if ( Complete ! = null ) Complete ( entry ) ; }
internal void OnEvent ( TrackEntry entry , Event e ) { if ( Event ! = null ) Event ( entry , e ) ; }
public delegate void TrackEntryDelegate ( TrackEntry trackEntry ) ;
2024-11-21 09:35:48 +08:00
/// <summary>See <see href="http://esotericsoftware.com/spine-api-reference#AnimationStateListener-Methods">
/// API Reference documentation pages here</see> for details. Usage in C# and spine-unity is explained
/// <see href="http://esotericsoftware.com/spine-unity#Processing-AnimationState-Events">here</see>
/// on the spine-unity documentation pages.</summary>
2024-10-23 17:55:55 +08:00
public event TrackEntryDelegate Start , Interrupt , End , Dispose , Complete ;
public delegate void TrackEntryEventDelegate ( TrackEntry trackEntry , Event e ) ;
public event TrackEntryEventDelegate Event ;
public void AssignEventSubscribersFrom ( AnimationState src ) {
Event = src . Event ;
Start = src . Start ;
Interrupt = src . Interrupt ;
End = src . End ;
Dispose = src . Dispose ;
Complete = src . Complete ;
}
public void AddEventSubscribersFrom ( AnimationState src ) {
Event + = src . Event ;
Start + = src . Start ;
Interrupt + = src . Interrupt ;
End + = src . End ;
Dispose + = src . Dispose ;
Complete + = src . Complete ;
}
// end of difference
private readonly EventQueue queue ; // Initialized by constructor.
2024-11-21 09:35:48 +08:00
private readonly HashSet < string > propertyIds = new HashSet < string > ( ) ;
2024-10-23 17:55:55 +08:00
private bool animationsChanged ;
private float timeScale = 1 ;
private int unkeyedState ;
private readonly Pool < TrackEntry > trackEntryPool = new Pool < TrackEntry > ( ) ;
public AnimationState ( AnimationStateData data ) {
if ( data = = null ) throw new ArgumentNullException ( "data" , "data cannot be null." ) ;
this . data = data ;
this . queue = new EventQueue (
this ,
delegate { this . animationsChanged = true ; } ,
trackEntryPool
) ;
}
/// <summary>
/// Increments the track entry <see cref="TrackEntry.TrackTime"/>, setting queued animations as current if needed.</summary>
/// <param name="delta">delta time</param>
public void Update ( float delta ) {
delta * = timeScale ;
2024-11-21 09:35:48 +08:00
TrackEntry [ ] tracksItems = tracks . Items ;
2024-10-23 17:55:55 +08:00
for ( int i = 0 , n = tracks . Count ; i < n ; i + + ) {
TrackEntry current = tracksItems [ i ] ;
if ( current = = null ) continue ;
current . animationLast = current . nextAnimationLast ;
current . trackLast = current . nextTrackLast ;
float currentDelta = delta * current . timeScale ;
if ( current . delay > 0 ) {
current . delay - = currentDelta ;
if ( current . delay > 0 ) continue ;
currentDelta = - current . delay ;
current . delay = 0 ;
}
TrackEntry next = current . next ;
if ( next ! = null ) {
// When the next entry's delay is passed, change to the next entry, preserving leftover time.
float nextTime = current . trackLast - next . delay ;
if ( nextTime > = 0 ) {
next . delay = 0 ;
next . trackTime + = current . timeScale = = 0 ? 0 : ( nextTime / current . timeScale + delta ) * next . timeScale ;
current . trackTime + = currentDelta ;
SetCurrent ( i , next , true ) ;
while ( next . mixingFrom ! = null ) {
next . mixTime + = delta ;
next = next . mixingFrom ;
}
continue ;
}
} else if ( current . trackLast > = current . trackEnd & & current . mixingFrom = = null ) {
// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
tracksItems [ i ] = null ;
queue . End ( current ) ;
2024-11-21 09:35:48 +08:00
ClearNext ( current ) ;
2024-10-23 17:55:55 +08:00
continue ;
}
if ( current . mixingFrom ! = null & & UpdateMixingFrom ( current , delta ) ) {
// End mixing from entries once all have completed.
TrackEntry from = current . mixingFrom ;
current . mixingFrom = null ;
if ( from ! = null ) from . mixingTo = null ;
while ( from ! = null ) {
queue . End ( from ) ;
from = from . mixingFrom ;
}
}
current . trackTime + = currentDelta ;
}
queue . Drain ( ) ;
}
/// <summary>Returns true when all mixing from entries are complete.</summary>
private bool UpdateMixingFrom ( TrackEntry to , float delta ) {
TrackEntry from = to . mixingFrom ;
if ( from = = null ) return true ;
bool finished = UpdateMixingFrom ( from , delta ) ;
from . animationLast = from . nextAnimationLast ;
from . trackLast = from . nextTrackLast ;
// Require mixTime > 0 to ensure the mixing from entry was applied at least once.
if ( to . mixTime > 0 & & to . mixTime > = to . mixDuration ) {
// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
if ( from . totalAlpha = = 0 | | to . mixDuration = = 0 ) {
to . mixingFrom = from . mixingFrom ;
if ( from . mixingFrom ! = null ) from . mixingFrom . mixingTo = to ;
to . interruptAlpha = from . interruptAlpha ;
queue . End ( from ) ;
}
return finished ;
}
from . trackTime + = delta * from . timeScale ;
to . mixTime + = delta ;
return false ;
}
/// <summary>
/// Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
/// skeletons to pose them identically.</summary>
/// <returns>True if any animations were applied.</returns>
public bool Apply ( Skeleton skeleton ) {
if ( skeleton = = null ) throw new ArgumentNullException ( "skeleton" , "skeleton cannot be null." ) ;
if ( animationsChanged ) AnimationsChanged ( ) ;
2024-11-21 09:35:48 +08:00
ExposedList < Event > events = this . events ;
2024-10-23 17:55:55 +08:00
bool applied = false ;
2024-11-21 09:35:48 +08:00
TrackEntry [ ] tracksItems = tracks . Items ;
2024-10-23 17:55:55 +08:00
for ( int i = 0 , n = tracks . Count ; i < n ; i + + ) {
TrackEntry current = tracksItems [ i ] ;
if ( current = = null | | current . delay > 0 ) continue ;
applied = true ;
// Track 0 animations aren't for layering, so do not show the previously applied animations before the first key.
MixBlend blend = i = = 0 ? MixBlend . First : current . mixBlend ;
// Apply mixing from entries first.
2024-11-21 09:35:48 +08:00
float alpha = current . alpha ;
2024-10-23 17:55:55 +08:00
if ( current . mixingFrom ! = null )
2024-11-21 09:35:48 +08:00
alpha * = ApplyMixingFrom ( current , skeleton , blend ) ;
2024-10-23 17:55:55 +08:00
else if ( current . trackTime > = current . trackEnd & & current . next = = null ) //
2024-11-21 09:35:48 +08:00
alpha = 0 ; // Set to setup pose the last time the entry will be applied.
bool attachments = alpha > = current . alphaAttachmentThreshold ;
2024-10-23 17:55:55 +08:00
// Apply current entry.
2024-11-21 09:35:48 +08:00
float animationLast = current . animationLast , animationTime = current . AnimationTime , applyTime = animationTime ;
ExposedList < Event > applyEvents = events ;
if ( current . reverse ) {
applyTime = current . animation . duration - applyTime ;
applyEvents = null ;
}
2024-10-23 17:55:55 +08:00
int timelineCount = current . animation . timelines . Count ;
2024-11-21 09:35:48 +08:00
Timeline [ ] timelines = current . animation . timelines . Items ;
if ( ( i = = 0 & & alpha = = 1 ) | | blend = = MixBlend . Add ) {
if ( i = = 0 ) attachments = true ;
2024-10-23 17:55:55 +08:00
for ( int ii = 0 ; ii < timelineCount ; ii + + ) {
2024-11-21 09:35:48 +08:00
Timeline timeline = timelines [ ii ] ;
2024-10-23 17:55:55 +08:00
if ( timeline is AttachmentTimeline )
2024-11-21 09:35:48 +08:00
ApplyAttachmentTimeline ( ( AttachmentTimeline ) timeline , skeleton , applyTime , blend , attachments ) ;
2024-10-23 17:55:55 +08:00
else
2024-11-21 09:35:48 +08:00
timeline . Apply ( skeleton , animationLast , applyTime , applyEvents , alpha , blend , MixDirection . In ) ;
2024-10-23 17:55:55 +08:00
}
} else {
2024-11-21 09:35:48 +08:00
int [ ] timelineMode = current . timelineMode . Items ;
2024-10-23 17:55:55 +08:00
2024-11-21 09:35:48 +08:00
bool shortestRotation = current . shortestRotation ;
bool firstFrame = ! shortestRotation & & current . timelinesRotation . Count ! = timelineCount < < 1 ;
if ( firstFrame ) current . timelinesRotation . Resize ( timelineCount < < 1 ) ;
float [ ] timelinesRotation = current . timelinesRotation . Items ;
2024-10-23 17:55:55 +08:00
for ( int ii = 0 ; ii < timelineCount ; ii + + ) {
2024-11-21 09:35:48 +08:00
Timeline timeline = timelines [ ii ] ;
2024-10-23 17:55:55 +08:00
MixBlend timelineBlend = timelineMode [ ii ] = = AnimationState . Subsequent ? blend : MixBlend . Setup ;
2024-11-21 09:35:48 +08:00
RotateTimeline rotateTimeline = timeline as RotateTimeline ;
if ( ! shortestRotation & & rotateTimeline ! = null )
ApplyRotateTimeline ( rotateTimeline , skeleton , applyTime , alpha , timelineBlend , timelinesRotation ,
2024-10-23 17:55:55 +08:00
ii < < 1 , firstFrame ) ;
else if ( timeline is AttachmentTimeline )
2024-11-21 09:35:48 +08:00
ApplyAttachmentTimeline ( ( AttachmentTimeline ) timeline , skeleton , applyTime , blend , attachments ) ;
2024-10-23 17:55:55 +08:00
else
2024-11-21 09:35:48 +08:00
timeline . Apply ( skeleton , animationLast , applyTime , applyEvents , alpha , timelineBlend , MixDirection . In ) ;
2024-10-23 17:55:55 +08:00
}
}
QueueEvents ( current , animationTime ) ;
events . Clear ( false ) ;
current . nextAnimationLast = animationTime ;
current . nextTrackLast = current . trackTime ;
}
// Set slots attachments to the setup pose, if needed. This occurs if an animation that is mixing out sets attachments so
// subsequent timelines see any deform, but the subsequent timelines don't set an attachment (eg they are also mixing out or
// the time is before the first key).
int setupState = unkeyedState + Setup ;
2024-11-21 09:35:48 +08:00
Slot [ ] slots = skeleton . slots . Items ;
2024-10-23 17:55:55 +08:00
for ( int i = 0 , n = skeleton . slots . Count ; i < n ; i + + ) {
2024-11-21 09:35:48 +08:00
Slot slot = slots [ i ] ;
2024-10-23 17:55:55 +08:00
if ( slot . attachmentState = = setupState ) {
string attachmentName = slot . data . attachmentName ;
slot . Attachment = ( attachmentName = = null ? null : skeleton . GetAttachment ( slot . data . index , attachmentName ) ) ;
}
}
unkeyedState + = 2 ; // Increasing after each use avoids the need to reset attachmentState for every slot.
queue . Drain ( ) ;
return applied ;
}
2024-11-21 09:35:48 +08:00
/// <summary>Version of <see cref="Apply"/> only applying and updating time at
/// EventTimelines for lightweight off-screen updates.</summary>
/// <param name="issueEvents">When set to false, only animation times of TrackEntries are updated.</param>
// Note: This method is not part of the libgdx reference implementation.
public bool ApplyEventTimelinesOnly ( Skeleton skeleton , bool issueEvents = true ) {
if ( skeleton = = null ) throw new ArgumentNullException ( "skeleton" , "skeleton cannot be null." ) ;
ExposedList < Event > events = this . events ;
bool applied = false ;
TrackEntry [ ] tracksItems = tracks . Items ;
for ( int i = 0 , n = tracks . Count ; i < n ; i + + ) {
TrackEntry current = tracksItems [ i ] ;
if ( current = = null | | current . delay > 0 ) continue ;
applied = true ;
// Apply mixing from entries first.
if ( current . mixingFrom ! = null ) ApplyMixingFromEventTimelinesOnly ( current , skeleton , issueEvents ) ;
// Apply current entry.
float animationLast = current . animationLast , animationTime = current . AnimationTime ;
if ( issueEvents ) {
int timelineCount = current . animation . timelines . Count ;
Timeline [ ] timelines = current . animation . timelines . Items ;
for ( int ii = 0 ; ii < timelineCount ; ii + + ) {
Timeline timeline = timelines [ ii ] ;
if ( timeline is EventTimeline )
timeline . Apply ( skeleton , animationLast , animationTime , events , 1.0f , MixBlend . Setup , MixDirection . In ) ;
}
QueueEvents ( current , animationTime ) ;
events . Clear ( false ) ;
}
current . nextAnimationLast = animationTime ;
current . nextTrackLast = current . trackTime ;
}
if ( issueEvents )
queue . Drain ( ) ;
return applied ;
}
2024-10-23 17:55:55 +08:00
private float ApplyMixingFrom ( TrackEntry to , Skeleton skeleton , MixBlend blend ) {
TrackEntry from = to . mixingFrom ;
if ( from . mixingFrom ! = null ) ApplyMixingFrom ( from , skeleton , blend ) ;
float mix ;
if ( to . mixDuration = = 0 ) { // Single frame mix to undo mixingFrom changes.
mix = 1 ;
if ( blend = = MixBlend . First ) blend = MixBlend . Setup ; // Tracks > 0 are transparent and can't reset to setup pose.
} else {
mix = to . mixTime / to . mixDuration ;
if ( mix > 1 ) mix = 1 ;
if ( blend ! = MixBlend . First ) blend = from . mixBlend ; // Track 0 ignores track mix blend.
}
2024-11-21 09:35:48 +08:00
bool attachments = mix < from . mixAttachmentThreshold , drawOrder = mix < from . mixDrawOrderThreshold ;
int timelineCount = from . animation . timelines . Count ;
Timeline [ ] timelines = from . animation . timelines . Items ;
2024-10-23 17:55:55 +08:00
float alphaHold = from . alpha * to . interruptAlpha , alphaMix = alphaHold * ( 1 - mix ) ;
2024-11-21 09:35:48 +08:00
float animationLast = from . animationLast , animationTime = from . AnimationTime , applyTime = animationTime ;
ExposedList < Event > events = null ;
if ( from . reverse )
applyTime = from . animation . duration - applyTime ;
else {
if ( mix < from . eventThreshold ) events = this . events ;
}
2024-10-23 17:55:55 +08:00
if ( blend = = MixBlend . Add ) {
for ( int i = 0 ; i < timelineCount ; i + + )
2024-11-21 09:35:48 +08:00
timelines [ i ] . Apply ( skeleton , animationLast , applyTime , events , alphaMix , blend , MixDirection . Out ) ;
2024-10-23 17:55:55 +08:00
} else {
2024-11-21 09:35:48 +08:00
int [ ] timelineMode = from . timelineMode . Items ;
TrackEntry [ ] timelineHoldMix = from . timelineHoldMix . Items ;
2024-10-23 17:55:55 +08:00
2024-11-21 09:35:48 +08:00
bool shortestRotation = from . shortestRotation ;
bool firstFrame = ! shortestRotation & & from . timelinesRotation . Count ! = timelineCount < < 1 ;
if ( firstFrame ) from . timelinesRotation . Resize ( timelineCount < < 1 ) ;
float [ ] timelinesRotation = from . timelinesRotation . Items ;
2024-10-23 17:55:55 +08:00
from . totalAlpha = 0 ;
for ( int i = 0 ; i < timelineCount ; i + + ) {
2024-11-21 09:35:48 +08:00
Timeline timeline = timelines [ i ] ;
2024-10-23 17:55:55 +08:00
MixDirection direction = MixDirection . Out ;
MixBlend timelineBlend ;
float alpha ;
switch ( timelineMode [ i ] ) {
2024-11-21 09:35:48 +08:00
case AnimationState . Subsequent :
if ( ! drawOrder & & timeline is DrawOrderTimeline ) continue ;
timelineBlend = blend ;
alpha = alphaMix ;
break ;
case AnimationState . First :
timelineBlend = MixBlend . Setup ;
alpha = alphaMix ;
break ;
case AnimationState . HoldSubsequent :
timelineBlend = blend ;
alpha = alphaHold ;
break ;
case AnimationState . HoldFirst :
timelineBlend = MixBlend . Setup ;
alpha = alphaHold ;
break ;
default : // HoldMix
timelineBlend = MixBlend . Setup ;
TrackEntry holdMix = timelineHoldMix [ i ] ;
alpha = alphaHold * Math . Max ( 0 , 1 - holdMix . mixTime / holdMix . mixDuration ) ;
break ;
2024-10-23 17:55:55 +08:00
}
from . totalAlpha + = alpha ;
2024-11-21 09:35:48 +08:00
RotateTimeline rotateTimeline = timeline as RotateTimeline ;
if ( ! shortestRotation & & rotateTimeline ! = null ) {
ApplyRotateTimeline ( rotateTimeline , skeleton , applyTime , alpha , timelineBlend , timelinesRotation , i < < 1 ,
firstFrame ) ;
2024-10-23 17:55:55 +08:00
} else if ( timeline is AttachmentTimeline ) {
2024-11-21 09:35:48 +08:00
ApplyAttachmentTimeline ( ( AttachmentTimeline ) timeline , skeleton , applyTime , timelineBlend ,
attachments & & alpha > = from . alphaAttachmentThreshold ) ;
2024-10-23 17:55:55 +08:00
} else {
if ( drawOrder & & timeline is DrawOrderTimeline & & timelineBlend = = MixBlend . Setup )
direction = MixDirection . In ;
2024-11-21 09:35:48 +08:00
timeline . Apply ( skeleton , animationLast , applyTime , events , alpha , timelineBlend , direction ) ;
2024-10-23 17:55:55 +08:00
}
}
}
if ( to . mixDuration > 0 ) QueueEvents ( from , animationTime ) ;
this . events . Clear ( false ) ;
from . nextAnimationLast = animationTime ;
from . nextTrackLast = from . trackTime ;
return mix ;
}
2024-11-21 09:35:48 +08:00
/// <summary>Version of <see cref="ApplyMixingFrom"/> only applying and updating time at
/// EventTimelines for lightweight off-screen updates.</summary>
/// <param name="issueEvents">When set to false, only animation times of TrackEntries are updated.</param>
// Note: This method is not part of the libgdx reference implementation.
private float ApplyMixingFromEventTimelinesOnly ( TrackEntry to , Skeleton skeleton , bool issueEvents ) {
TrackEntry from = to . mixingFrom ;
if ( from . mixingFrom ! = null ) ApplyMixingFromEventTimelinesOnly ( from , skeleton , issueEvents ) ;
float mix ;
if ( to . mixDuration = = 0 ) { // Single frame mix to undo mixingFrom changes.
mix = 1 ;
} else {
mix = to . mixTime / to . mixDuration ;
if ( mix > 1 ) mix = 1 ;
}
ExposedList < Event > eventBuffer = mix < from . eventThreshold ? this . events : null ;
if ( eventBuffer = = null ) return mix ;
float animationLast = from . animationLast , animationTime = from . AnimationTime ;
if ( issueEvents ) {
int timelineCount = from . animation . timelines . Count ;
Timeline [ ] timelines = from . animation . timelines . Items ;
for ( int i = 0 ; i < timelineCount ; i + + ) {
Timeline timeline = timelines [ i ] ;
if ( timeline is EventTimeline )
timeline . Apply ( skeleton , animationLast , animationTime , eventBuffer , 0 , MixBlend . Setup , MixDirection . Out ) ;
}
if ( to . mixDuration > 0 ) QueueEvents ( from , animationTime ) ;
this . events . Clear ( false ) ;
}
from . nextAnimationLast = animationTime ;
from . nextTrackLast = from . trackTime ;
return mix ;
}
2024-10-23 17:55:55 +08:00
/// <summary> Applies the attachment timeline and sets <see cref="Slot.attachmentState"/>.</summary>
2024-11-21 09:35:48 +08:00
/// <param name="attachments">False when: 1) the attachment timeline is mixing out, 2) mix < attachmentThreshold, and 3) the timeline
2024-10-23 17:55:55 +08:00
/// is not the last timeline to set the slot's attachment. In that case the timeline is applied only so subsequent
/// timelines see any deform.</param>
private void ApplyAttachmentTimeline ( AttachmentTimeline timeline , Skeleton skeleton , float time , MixBlend blend ,
bool attachments ) {
2024-11-21 09:35:48 +08:00
Slot slot = skeleton . slots . Items [ timeline . SlotIndex ] ;
2024-10-23 17:55:55 +08:00
if ( ! slot . bone . active ) return ;
float [ ] frames = timeline . frames ;
if ( time < frames [ 0 ] ) { // Time is before first frame.
if ( blend = = MixBlend . Setup | | blend = = MixBlend . First )
SetAttachment ( skeleton , slot , slot . data . attachmentName , attachments ) ;
2024-11-21 09:35:48 +08:00
} else
SetAttachment ( skeleton , slot , timeline . AttachmentNames [ Timeline . Search ( frames , time ) ] , attachments ) ;
2024-10-23 17:55:55 +08:00
// If an attachment wasn't set (ie before the first frame or attachments is false), set the setup attachment later.
if ( slot . attachmentState < = unkeyedState ) slot . attachmentState = unkeyedState + Setup ;
}
private void SetAttachment ( Skeleton skeleton , Slot slot , String attachmentName , bool attachments ) {
slot . Attachment = attachmentName = = null ? null : skeleton . GetAttachment ( slot . data . index , attachmentName ) ;
if ( attachments ) slot . attachmentState = unkeyedState + Current ;
}
/// <summary>
/// Applies the rotate timeline, mixing with the current pose while keeping the same rotation direction chosen as the shortest
/// the first time the mixing was applied.</summary>
static private void ApplyRotateTimeline ( RotateTimeline timeline , Skeleton skeleton , float time , float alpha , MixBlend blend ,
float [ ] timelinesRotation , int i , bool firstFrame ) {
if ( firstFrame ) timelinesRotation [ i ] = 0 ;
if ( alpha = = 1 ) {
timeline . Apply ( skeleton , 0 , time , null , 1 , blend , MixDirection . In ) ;
return ;
}
2024-11-21 09:35:48 +08:00
Bone bone = skeleton . bones . Items [ timeline . BoneIndex ] ;
2024-10-23 17:55:55 +08:00
if ( ! bone . active ) return ;
float [ ] frames = timeline . frames ;
float r1 , r2 ;
if ( time < frames [ 0 ] ) { // Time is before first frame.
switch ( blend ) {
2024-11-21 09:35:48 +08:00
case MixBlend . Setup :
bone . rotation = bone . data . rotation ;
goto default ; // Fall through.
default :
return ;
case MixBlend . First :
r1 = bone . rotation ;
r2 = bone . data . rotation ;
break ;
2024-10-23 17:55:55 +08:00
}
} else {
r1 = blend = = MixBlend . Setup ? bone . data . rotation : bone . rotation ;
2024-11-21 09:35:48 +08:00
r2 = bone . data . rotation + timeline . GetCurveValue ( time ) ;
2024-10-23 17:55:55 +08:00
}
// Mix between rotations using the direction of the shortest route on the first frame.
float total , diff = r2 - r1 ;
2024-11-21 09:35:48 +08:00
diff - = ( float ) Math . Ceiling ( diff / 360 - 0.5f ) * 360 ;
2024-10-23 17:55:55 +08:00
if ( diff = = 0 ) {
total = timelinesRotation [ i ] ;
} else {
float lastTotal , lastDiff ;
if ( firstFrame ) {
lastTotal = 0 ;
lastDiff = diff ;
} else {
2024-11-21 09:35:48 +08:00
lastTotal = timelinesRotation [ i ] ;
lastDiff = timelinesRotation [ i + 1 ] ;
2024-10-23 17:55:55 +08:00
}
2024-11-21 09:35:48 +08:00
float loops = lastTotal - lastTotal % 360 ;
total = diff + loops ;
bool current = diff > = 0 , dir = lastTotal > = 0 ;
if ( Math . Abs ( lastDiff ) < = 90 & & Math . Sign ( lastDiff ) ! = Math . Sign ( diff ) ) {
if ( Math . Abs ( lastTotal - loops ) > 180 ) {
total + = 360 * Math . Sign ( lastTotal ) ;
dir = current ;
} else if ( loops ! = 0 )
total - = 360 * Math . Sign ( lastTotal ) ;
else
dir = current ;
2024-10-23 17:55:55 +08:00
}
if ( dir ! = current ) total + = 360 * Math . Sign ( lastTotal ) ;
timelinesRotation [ i ] = total ;
}
timelinesRotation [ i + 1 ] = diff ;
2024-11-21 09:35:48 +08:00
bone . rotation = r1 + total * alpha ;
2024-10-23 17:55:55 +08:00
}
private void QueueEvents ( TrackEntry entry , float animationTime ) {
float animationStart = entry . animationStart , animationEnd = entry . animationEnd ;
float duration = animationEnd - animationStart ;
float trackLastWrapped = entry . trackLast % duration ;
// Queue events before complete.
2024-11-21 09:35:48 +08:00
Event [ ] eventsItems = this . events . Items ;
2024-10-23 17:55:55 +08:00
int i = 0 , n = events . Count ;
for ( ; i < n ; i + + ) {
Event e = eventsItems [ i ] ;
if ( e . time < trackLastWrapped ) break ;
if ( e . time > animationEnd ) continue ; // Discard events outside animation start/end.
queue . Event ( entry , e ) ;
}
// Queue complete if completed a loop iteration or the animation.
bool complete = false ;
2024-11-21 09:35:48 +08:00
if ( entry . loop ) {
if ( duration = = 0 )
complete = true ;
else {
int cycles = ( int ) ( entry . trackTime / duration ) ;
complete = cycles > 0 & & cycles > ( int ) ( entry . trackLast / duration ) ;
}
} else
2024-10-23 17:55:55 +08:00
complete = animationTime > = animationEnd & & entry . animationLast < animationEnd ;
if ( complete ) queue . Complete ( entry ) ;
// Queue events after complete.
for ( ; i < n ; i + + ) {
Event e = eventsItems [ i ] ;
if ( e . time < animationStart ) continue ; // Discard events outside animation start/end.
queue . Event ( entry , eventsItems [ i ] ) ;
}
}
/// <summary>
/// <para>Removes all animations from all tracks, leaving skeletons in their current pose.</para>
/// <para>
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
/// rather than leaving them in their current pose.</para>
2024-11-21 09:35:48 +08:00
/// </summary>
2024-10-23 17:55:55 +08:00
public void ClearTracks ( ) {
bool oldDrainDisabled = queue . drainDisabled ;
queue . drainDisabled = true ;
for ( int i = 0 , n = tracks . Count ; i < n ; i + + ) {
ClearTrack ( i ) ;
}
tracks . Clear ( ) ;
queue . drainDisabled = oldDrainDisabled ;
queue . Drain ( ) ;
}
/// <summary>
/// <para>Removes all animations from the track, leaving skeletons in their current pose.</para>
/// <para>
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimation(int, float)"/> to mix the skeletons back to the setup pose,
/// rather than leaving them in their current pose.</para>
/// </summary>
public void ClearTrack ( int trackIndex ) {
if ( trackIndex > = tracks . Count ) return ;
TrackEntry current = tracks . Items [ trackIndex ] ;
if ( current = = null ) return ;
queue . End ( current ) ;
2024-11-21 09:35:48 +08:00
ClearNext ( current ) ;
2024-10-23 17:55:55 +08:00
TrackEntry entry = current ;
while ( true ) {
TrackEntry from = entry . mixingFrom ;
if ( from = = null ) break ;
queue . End ( from ) ;
entry . mixingFrom = null ;
entry . mixingTo = null ;
entry = from ;
}
tracks . Items [ current . trackIndex ] = null ;
queue . Drain ( ) ;
}
/// <summary>Sets the active TrackEntry for a given track number.</summary>
private void SetCurrent ( int index , TrackEntry current , bool interrupt ) {
TrackEntry from = ExpandToIndex ( index ) ;
tracks . Items [ index ] = current ;
2024-11-21 09:35:48 +08:00
current . previous = null ;
2024-10-23 17:55:55 +08:00
if ( from ! = null ) {
if ( interrupt ) queue . Interrupt ( from ) ;
current . mixingFrom = from ;
from . mixingTo = current ;
current . mixTime = 0 ;
// Store the interrupted mix percentage.
if ( from . mixingFrom ! = null & & from . mixDuration > 0 )
current . interruptAlpha * = Math . Min ( 1 , from . mixTime / from . mixDuration ) ;
from . timelinesRotation . Clear ( ) ; // Reset rotation for mixing out, in case entry was mixed in.
}
queue . Start ( current ) ; // triggers AnimationsChanged
}
/// <summary>Sets an animation by name. <seealso cref="SetAnimation(int, Animation, bool)" /></summary>
public TrackEntry SetAnimation ( int trackIndex , string animationName , bool loop ) {
Animation animation = data . skeletonData . FindAnimation ( animationName ) ;
if ( animation = = null ) throw new ArgumentException ( "Animation not found: " + animationName , "animationName" ) ;
return SetAnimation ( trackIndex , animation , loop ) ;
}
/// <summary>Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
/// applied to a skeleton, it is replaced (not mixed from).</summary>
/// <param name="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<see cref="TrackEntry.TrackEnd"/> determines when the track is cleared.</param>
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns>
public TrackEntry SetAnimation ( int trackIndex , Animation animation , bool loop ) {
if ( animation = = null ) throw new ArgumentNullException ( "animation" , "animation cannot be null." ) ;
bool interrupt = true ;
TrackEntry current = ExpandToIndex ( trackIndex ) ;
if ( current ! = null ) {
if ( current . nextTrackLast = = - 1 ) {
// Don't mix from an entry that was never applied.
tracks . Items [ trackIndex ] = current . mixingFrom ;
queue . Interrupt ( current ) ;
queue . End ( current ) ;
2024-11-21 09:35:48 +08:00
ClearNext ( current ) ;
2024-10-23 17:55:55 +08:00
current = current . mixingFrom ;
interrupt = false ; // mixingFrom is current again, but don't interrupt it twice.
2024-11-21 09:35:48 +08:00
} else
ClearNext ( current ) ;
2024-10-23 17:55:55 +08:00
}
TrackEntry entry = NewTrackEntry ( trackIndex , animation , loop , current ) ;
SetCurrent ( trackIndex , entry , interrupt ) ;
queue . Drain ( ) ;
return entry ;
}
/// <summary>Queues an animation by name.</summary>
/// <seealso cref="AddAnimation(int, Animation, bool, float)" />
public TrackEntry AddAnimation ( int trackIndex , string animationName , bool loop , float delay ) {
Animation animation = data . skeletonData . FindAnimation ( animationName ) ;
if ( animation = = null ) throw new ArgumentException ( "Animation not found: " + animationName , "animationName" ) ;
return AddAnimation ( trackIndex , animation , loop , delay ) ;
}
/// <summary>Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
/// equivalent to calling <see cref="SetAnimation(int, Animation, bool)"/>.</summary>
/// <param name="delay">
/// If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track entry
2024-11-21 09:35:48 +08:00
/// minus any mix duration (from the <see cref="AnimationStateData"/> plus the specified <c>Delay</c> (ie the mix
/// ends at (<c>Delay</c> = 0) or before (<c>Delay</c> < 0) the previous track entry duration). If the
2024-10-23 17:55:55 +08:00
/// previous entry is looping, its next loop completion is used instead of its duration.
/// </param>
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns>
public TrackEntry AddAnimation ( int trackIndex , Animation animation , bool loop , float delay ) {
if ( animation = = null ) throw new ArgumentNullException ( "animation" , "animation cannot be null." ) ;
TrackEntry last = ExpandToIndex ( trackIndex ) ;
if ( last ! = null ) {
while ( last . next ! = null )
last = last . next ;
}
TrackEntry entry = NewTrackEntry ( trackIndex , animation , loop , last ) ;
if ( last = = null ) {
SetCurrent ( trackIndex , entry , true ) ;
queue . Drain ( ) ;
} else {
last . next = entry ;
2024-11-21 09:35:48 +08:00
entry . previous = last ;
if ( delay < = 0 ) delay + = last . TrackComplete - entry . mixDuration ;
2024-10-23 17:55:55 +08:00
}
entry . delay = delay ;
return entry ;
}
/// <summary>
/// <para>Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
/// <see cref="TrackEntry.getMixDuration()"/>. An empty animation has no timelines and serves as a placeholder for mixing in or out.</para>
/// <para>
/// Mixing out is done by setting an empty animation with a mix duration using either <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
/// <see cref="AnimationState.SetEmptyAnimations(float)"/>, or <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>. Mixing to an empty animation causes
/// the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
/// transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
/// 0 still mixes out over one frame.</para>
/// <para>
/// Mixing in is done by first setting an empty animation, then adding an animation using
2024-11-21 09:35:48 +08:00
/// <see cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with the desired delay (an empty animation has a duration of 0) and on
/// the returned track entry, set the <see cref="TrackEntry.SetMixDuration(float)"/>. Mixing from an empty animation causes the new
/// animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value
/// from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new
/// animation.</para></summary>
2024-10-23 17:55:55 +08:00
public TrackEntry SetEmptyAnimation ( int trackIndex , float mixDuration ) {
TrackEntry entry = SetAnimation ( trackIndex , AnimationState . EmptyAnimation , false ) ;
entry . mixDuration = mixDuration ;
entry . trackEnd = mixDuration ;
return entry ;
}
/// <summary>
/// Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
/// <see cref="TrackEntry.MixDuration"/>. If the track is empty, it is equivalent to calling
/// <see cref="AnimationState.SetEmptyAnimation(int, float)"/>.</summary>
/// <seealso cref="AnimationState.SetEmptyAnimation(int, float)"/>
/// <param name="trackIndex">Track number.</param>
/// <param name="mixDuration">Mix duration.</param>
/// <param name="delay">If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track entry
2024-11-21 09:35:48 +08:00
/// minus any mix duration plus the specified <c>Delay</c> (ie the mix ends at (<c>Delay</c> = 0) or
/// before (<c>Delay</c> < 0) the previous track entry duration). If the previous entry is looping, its next
2024-10-23 17:55:55 +08:00
/// loop completion is used instead of its duration.</param>
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after the <see cref="AnimationState.Dispose"/> event occurs.
/// </returns>
public TrackEntry AddEmptyAnimation ( int trackIndex , float mixDuration , float delay ) {
TrackEntry entry = AddAnimation ( trackIndex , AnimationState . EmptyAnimation , false , delay ) ;
2024-11-21 09:35:48 +08:00
if ( delay < = 0 ) entry . delay + = entry . mixDuration - mixDuration ;
2024-10-23 17:55:55 +08:00
entry . mixDuration = mixDuration ;
entry . trackEnd = mixDuration ;
return entry ;
}
/// <summary>
/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix
/// duration.</summary>
public void SetEmptyAnimations ( float mixDuration ) {
bool oldDrainDisabled = queue . drainDisabled ;
queue . drainDisabled = true ;
2024-11-21 09:35:48 +08:00
TrackEntry [ ] tracksItems = tracks . Items ;
2024-10-23 17:55:55 +08:00
for ( int i = 0 , n = tracks . Count ; i < n ; i + + ) {
2024-11-21 09:35:48 +08:00
TrackEntry current = tracksItems [ i ] ;
2024-10-23 17:55:55 +08:00
if ( current ! = null ) SetEmptyAnimation ( current . trackIndex , mixDuration ) ;
}
queue . drainDisabled = oldDrainDisabled ;
queue . Drain ( ) ;
}
private TrackEntry ExpandToIndex ( int index ) {
if ( index < tracks . Count ) return tracks . Items [ index ] ;
tracks . Resize ( index + 1 ) ;
return null ;
}
/// <summary>Object-pooling version of new TrackEntry. Obtain an unused TrackEntry from the pool and clear/initialize its values.</summary>
/// <param name="last">May be null.</param>
private TrackEntry NewTrackEntry ( int trackIndex , Animation animation , bool loop , TrackEntry last ) {
2024-11-21 09:35:48 +08:00
TrackEntry entry = trackEntryPool . Obtain ( ) ;
2024-10-23 17:55:55 +08:00
entry . trackIndex = trackIndex ;
entry . animation = animation ;
entry . loop = loop ;
entry . holdPrevious = false ;
entry . eventThreshold = 0 ;
2024-11-21 09:35:48 +08:00
entry . alphaAttachmentThreshold = 0 ;
entry . mixAttachmentThreshold = 0 ;
entry . mixDrawOrderThreshold = 0 ;
2024-10-23 17:55:55 +08:00
entry . animationStart = 0 ;
entry . animationEnd = animation . Duration ;
entry . animationLast = - 1 ;
entry . nextAnimationLast = - 1 ;
entry . delay = 0 ;
entry . trackTime = 0 ;
entry . trackLast = - 1 ;
2024-11-21 09:35:48 +08:00
entry . nextTrackLast = - 1 ;
entry . trackEnd = float . MaxValue ;
2024-10-23 17:55:55 +08:00
entry . timeScale = 1 ;
entry . alpha = 1 ;
entry . interruptAlpha = 1 ;
entry . mixTime = 0 ;
2024-11-21 09:35:48 +08:00
entry . mixDuration = last = = null ? 0 : data . GetMix ( last . animation , animation ) ;
entry . mixBlend = MixBlend . Replace ;
2024-10-23 17:55:55 +08:00
return entry ;
}
2024-11-21 09:35:48 +08:00
/// <summary>Removes the <see cref="TrackEntry.Next">next entry</see> and all entries after it for the specified entry.</summary>
public void ClearNext ( TrackEntry entry ) {
2024-10-23 17:55:55 +08:00
TrackEntry next = entry . next ;
while ( next ! = null ) {
queue . Dispose ( next ) ;
next = next . next ;
}
entry . next = null ;
}
private void AnimationsChanged ( ) {
animationsChanged = false ;
// Process in the order that animations are applied.
2024-11-21 09:35:48 +08:00
propertyIds . Clear ( ) ;
int n = tracks . Count ;
TrackEntry [ ] tracksItems = tracks . Items ;
for ( int i = 0 ; i < n ; i + + ) {
2024-10-23 17:55:55 +08:00
TrackEntry entry = tracksItems [ i ] ;
if ( entry = = null ) continue ;
while ( entry . mixingFrom ! = null ) // Move to last entry, then iterate in reverse.
entry = entry . mixingFrom ;
do {
if ( entry . mixingTo = = null | | entry . mixBlend ! = MixBlend . Add ) ComputeHold ( entry ) ;
entry = entry . mixingTo ;
} while ( entry ! = null ) ;
}
}
private void ComputeHold ( TrackEntry entry ) {
TrackEntry to = entry . mixingTo ;
2024-11-21 09:35:48 +08:00
Timeline [ ] timelines = entry . animation . timelines . Items ;
2024-10-23 17:55:55 +08:00
int timelinesCount = entry . animation . timelines . Count ;
2024-11-21 09:35:48 +08:00
int [ ] timelineMode = entry . timelineMode . Resize ( timelinesCount ) . Items ;
2024-10-23 17:55:55 +08:00
entry . timelineHoldMix . Clear ( ) ;
2024-11-21 09:35:48 +08:00
TrackEntry [ ] timelineHoldMix = entry . timelineHoldMix . Resize ( timelinesCount ) . Items ;
HashSet < string > propertyIds = this . propertyIds ;
2024-10-23 17:55:55 +08:00
if ( to ! = null & & to . holdPrevious ) {
for ( int i = 0 ; i < timelinesCount ; i + + )
2024-11-21 09:35:48 +08:00
timelineMode [ i ] = propertyIds . AddAll ( timelines [ i ] . PropertyIds ) ? AnimationState . HoldFirst : AnimationState . HoldSubsequent ;
2024-10-23 17:55:55 +08:00
return ;
}
// outer:
for ( int i = 0 ; i < timelinesCount ; i + + ) {
Timeline timeline = timelines [ i ] ;
2024-11-21 09:35:48 +08:00
String [ ] ids = timeline . PropertyIds ;
if ( ! propertyIds . AddAll ( ids ) )
2024-10-23 17:55:55 +08:00
timelineMode [ i ] = AnimationState . Subsequent ;
else if ( to = = null | | timeline is AttachmentTimeline | | timeline is DrawOrderTimeline
2024-11-21 09:35:48 +08:00
| | timeline is EventTimeline | | ! to . animation . HasTimeline ( ids ) ) {
2024-10-23 17:55:55 +08:00
timelineMode [ i ] = AnimationState . First ;
} else {
for ( TrackEntry next = to . mixingTo ; next ! = null ; next = next . mixingTo ) {
2024-11-21 09:35:48 +08:00
if ( next . animation . HasTimeline ( ids ) ) continue ;
2024-10-23 17:55:55 +08:00
if ( next . mixDuration > 0 ) {
timelineMode [ i ] = AnimationState . HoldMix ;
timelineHoldMix [ i ] = next ;
goto continue_outer ; // continue outer;
}
break ;
}
timelineMode [ i ] = AnimationState . HoldFirst ;
}
2024-11-21 09:35:48 +08:00
continue_outer : { }
2024-10-23 17:55:55 +08:00
}
}
/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns>
public TrackEntry GetCurrent ( int trackIndex ) {
if ( trackIndex > = tracks . Count ) return null ;
return tracks . Items [ trackIndex ] ;
}
/// <summary> Discards all listener notifications that have not yet been delivered. This can be useful to call from an
/// AnimationState event subscriber when it is known that further notifications that may have been already queued for delivery
/// are not wanted because new animations are being set.
2024-11-21 09:35:48 +08:00
/// </summary>
2024-10-23 17:55:55 +08:00
public void ClearListenerNotifications ( ) {
queue . Clear ( ) ;
}
/// <summary>
/// <para>Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
/// or faster. Defaults to 1.</para>
/// <para>
/// See TrackEntry <see cref="TrackEntry.TimeScale"/> for affecting a single animation.</para>
/// </summary>
public float TimeScale { get { return timeScale ; } set { timeScale = value ; } }
2024-11-21 09:35:48 +08:00
/// <summary>The <see cref="AnimationStateData"/> to look up mix durations.</summary>
2024-10-23 17:55:55 +08:00
public AnimationStateData Data {
get {
return data ;
}
set {
if ( data = = null ) throw new ArgumentNullException ( "data" , "data cannot be null." ) ;
this . data = value ;
}
}
/// <summary>A list of tracks that have animations, which may contain nulls.</summary>
public ExposedList < TrackEntry > Tracks { get { return tracks ; } }
override public string ToString ( ) {
2024-11-21 09:35:48 +08:00
System . Text . StringBuilder buffer = new System . Text . StringBuilder ( ) ;
TrackEntry [ ] tracksItems = tracks . Items ;
2024-10-23 17:55:55 +08:00
for ( int i = 0 , n = tracks . Count ; i < n ; i + + ) {
2024-11-21 09:35:48 +08:00
TrackEntry entry = tracksItems [ i ] ;
2024-10-23 17:55:55 +08:00
if ( entry = = null ) continue ;
if ( buffer . Length > 0 ) buffer . Append ( ", " ) ;
buffer . Append ( entry . ToString ( ) ) ;
}
if ( buffer . Length = = 0 ) return "<none>" ;
return buffer . ToString ( ) ;
}
}
/// <summary>
/// <para>
/// Stores settings and other state for the playback of an animation on an <see cref="AnimationState"/> track.</para>
/// <para>
/// References to a track entry must not be kept after the <see cref="AnimationStateListener.Dispose(TrackEntry)"/> event occurs.</para>
/// </summary>
public class TrackEntry : Pool < TrackEntry > . IPoolable {
internal Animation animation ;
2024-11-21 09:35:48 +08:00
internal TrackEntry previous , next , mixingFrom , mixingTo ;
2024-10-23 17:55:55 +08:00
// difference to libgdx reference: delegates are used for event callbacks instead of 'AnimationStateListener listener'.
2024-11-21 09:35:48 +08:00
/// <summary>See <see href="http://esotericsoftware.com/spine-api-reference#AnimationStateListener-Methods">
/// API Reference documentation pages here</see> for details. Usage in C# and spine-unity is explained
/// <see href="http://esotericsoftware.com/spine-unity#Processing-AnimationState-Events">here</see>
/// on the spine-unity documentation pages.</summary>
2024-10-23 17:55:55 +08:00
public event AnimationState . TrackEntryDelegate Start , Interrupt , End , Dispose , Complete ;
public event AnimationState . TrackEntryEventDelegate Event ;
internal void OnStart ( ) { if ( Start ! = null ) Start ( this ) ; }
internal void OnInterrupt ( ) { if ( Interrupt ! = null ) Interrupt ( this ) ; }
internal void OnEnd ( ) { if ( End ! = null ) End ( this ) ; }
internal void OnDispose ( ) { if ( Dispose ! = null ) Dispose ( this ) ; }
internal void OnComplete ( ) { if ( Complete ! = null ) Complete ( this ) ; }
internal void OnEvent ( Event e ) { if ( Event ! = null ) Event ( this , e ) ; }
internal int trackIndex ;
2024-11-21 09:35:48 +08:00
internal bool loop , holdPrevious , reverse , shortestRotation ;
internal float eventThreshold , mixAttachmentThreshold , alphaAttachmentThreshold , mixDrawOrderThreshold ;
2024-10-23 17:55:55 +08:00
internal float animationStart , animationEnd , animationLast , nextAnimationLast ;
internal float delay , trackTime , trackLast , nextTrackLast , trackEnd , timeScale = 1f ;
internal float alpha , mixTime , mixDuration , interruptAlpha , totalAlpha ;
internal MixBlend mixBlend = MixBlend . Replace ;
internal readonly ExposedList < int > timelineMode = new ExposedList < int > ( ) ;
internal readonly ExposedList < TrackEntry > timelineHoldMix = new ExposedList < TrackEntry > ( ) ;
internal readonly ExposedList < float > timelinesRotation = new ExposedList < float > ( ) ;
// IPoolable.Reset()
public void Reset ( ) {
2024-11-21 09:35:48 +08:00
previous = null ;
2024-10-23 17:55:55 +08:00
next = null ;
mixingFrom = null ;
mixingTo = null ;
animation = null ;
// replaces 'listener = null;' since delegates are used for event callbacks
Start = null ;
Interrupt = null ;
End = null ;
Dispose = null ;
Complete = null ;
Event = null ;
timelineMode . Clear ( ) ;
timelineHoldMix . Clear ( ) ;
timelinesRotation . Clear ( ) ;
}
/// <summary>The index of the track where this entry is either current or queued.</summary>
/// <seealso cref="AnimationState.GetCurrent(int)"/>
public int TrackIndex { get { return trackIndex ; } }
/// <summary>The animation to apply for this track entry.</summary>
public Animation Animation { get { return animation ; } }
/// <summary>
/// If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
/// duration.</summary>
public bool Loop { get { return loop ; } set { loop = value ; } }
2024-11-21 09:35:48 +08:00
/// <summary>
2024-10-23 17:55:55 +08:00
/// <para>
2024-11-21 09:35:48 +08:00
/// Seconds to postpone playing the animation. When this track entry is the current track entry, <c>Delay</c>
/// postpones incrementing the <see cref="TrackEntry.TrackTime"/>. When this track entry is queued, <c>Delay</c> is the time from
2024-10-23 17:55:55 +08:00
/// the start of the previous animation to when this track entry will become the current track entry (ie when the previous
2024-11-21 09:35:48 +08:00
/// track entry <see cref="TrackEntry.TrackTime"/> >= this track entry's <c>Delay</c>).</para>
2024-10-23 17:55:55 +08:00
/// <para>
/// <see cref="TrackEntry.TimeScale"/> affects the delay.</para>
2024-11-21 09:35:48 +08:00
/// <para>
/// When using <see cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <c>delay</c> <= 0, the delay
/// is set using the mix duration from the <see cref="AnimationStateData"/>. If <see cref="mixDuration"/> is set afterward, the delay
/// may need to be adjusted.</para></summary>
2024-10-23 17:55:55 +08:00
public float Delay { get { return delay ; } set { delay = value ; } }
/// <summary>
/// Current time in seconds this track entry has been the current track entry. The track time determines
/// <see cref="TrackEntry.AnimationTime"/>. The track time can be set to start the animation at a time other than 0, without affecting
/// looping.</summary>
public float TrackTime { get { return trackTime ; } set { trackTime = value ; } }
/// <summary>
/// <para>
/// The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
/// value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
/// is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
/// properties keyed by the animation are set to the setup pose and the track is cleared.</para>
/// <para>
/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> rather than have the animation
/// abruptly cease being applied.</para>
/// </summary>
public float TrackEnd { get { return trackEnd ; } set { trackEnd = value ; } }
2024-11-21 09:35:48 +08:00
/// <summary>
/// If this track entry is non-looping, the track time in seconds when <see cref="AnimationEnd"/> is reached, or the current
/// <see cref="TrackTime"/> if it has already been reached. If this track entry is looping, the track time when this
/// animation will reach its next <see cref="AnimationEnd"/> (the next loop completion).</summary>
public float TrackComplete {
get {
float duration = animationEnd - animationStart ;
if ( duration ! = 0 ) {
if ( loop ) return duration * ( 1 + ( int ) ( trackTime / duration ) ) ; // Completion of next loop.
if ( trackTime < duration ) return duration ; // Before duration.
}
return trackTime ; // Next update.
}
}
2024-10-23 17:55:55 +08:00
/// <summary>
/// <para>
/// Seconds when this animation starts, both initially and after looping. Defaults to 0.</para>
/// <para>
2024-11-21 09:35:48 +08:00
/// When changing the <c>AnimationStart</c> time, it often makes sense to set <see cref="TrackEntry.AnimationLast"/> to the same
2024-10-23 17:55:55 +08:00
/// value to prevent timeline keys before the start time from triggering.</para>
/// </summary>
public float AnimationStart { get { return animationStart ; } set { animationStart = value ; } }
/// <summary>
/// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
/// loop back to <see cref="TrackEntry.AnimationStart"/> at this time. Defaults to the animation <see cref="Animation.Duration"/>.
2024-11-21 09:35:48 +08:00
/// </summary>
2024-10-23 17:55:55 +08:00
public float AnimationEnd { get { return animationEnd ; } set { animationEnd = value ; } }
/// <summary>
/// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
2024-11-21 09:35:48 +08:00
/// animation is applied, event timelines will fire all events between the <c>AnimationLast</c> time (exclusive) and
/// <c>AnimationTime</c> (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation
2024-10-23 17:55:55 +08:00
/// is applied.</summary>
public float AnimationLast {
get { return animationLast ; }
set {
animationLast = value ;
nextAnimationLast = value ;
}
}
/// <summary>
2024-11-21 09:35:48 +08:00
/// Uses <see cref="TrackEntry.TrackTime"/> to compute the <c>AnimationTime</c>. When the <c>TrackTime</c> is 0, the
/// <c>AnimationTime</c> is equal to the <c>AnimationStart</c> time.
/// <para>
/// The <c>animationTime</c> is between <see cref="AnimationStart"/> and <see cref="AnimationEnd"/>, except if this
/// track entry is non-looping and <see cref="AnimationEnd"/> is >= to the animation <see cref="Animation.Duration"/>, then
/// <c>animationTime</c> continues to increase past <see cref="AnimationEnd"/>.</para>
2024-10-23 17:55:55 +08:00
/// </summary>
public float AnimationTime {
get {
if ( loop ) {
float duration = animationEnd - animationStart ;
if ( duration = = 0 ) return animationStart ;
return ( trackTime % duration ) + animationStart ;
}
2024-11-21 09:35:48 +08:00
float animationTime = trackTime + animationStart ;
return animationEnd > = animation . duration ? animationTime : Math . Min ( animationTime , animationEnd ) ;
2024-10-23 17:55:55 +08:00
}
}
/// <summary>
/// <para>
/// Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
/// faster. Defaults to 1.</para>
/// <para>
2024-11-21 09:35:48 +08:00
/// Values < 0 are not supported. To play an animation in reverse, use <see cref="Reverse"/>.</para>
/// <para>
2024-10-23 17:55:55 +08:00
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to be adjusted to
/// match the animation speed.</para>
/// <para>
2024-11-21 09:35:48 +08:00
/// When using <see cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <c>Delay</c> <= 0, the
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref="AnimationStateData"/>, assuming time scale to be 1. If
2024-10-23 17:55:55 +08:00
/// the time scale is not 1, the delay may need to be adjusted.</para>
/// <para>
/// See AnimationState <see cref="AnimationState.TimeScale"/> for affecting all animations.</para>
/// </summary>
public float TimeScale { get { return timeScale ; } set { timeScale = value ; } }
/// <summary>
/// <para>
2024-11-21 09:35:48 +08:00
/// Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
2024-10-23 17:55:55 +08:00
/// to 1, which overwrites the skeleton's current pose with this animation.</para>
/// <para>
/// Typically track 0 is used to completely pose the skeleton, then alpha is 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.</para>
/// </summary>
public float Alpha { get { return alpha ; } set { alpha = value ; } }
2024-11-21 09:35:48 +08:00
public float InterruptAlpha { get { return interruptAlpha ; } }
2024-10-23 17:55:55 +08:00
/// <summary>
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
2024-11-21 09:35:48 +08:00
/// <c>EventThreshold</c>, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
2024-10-23 17:55:55 +08:00
/// timelines are not applied while this animation is being mixed out.
/// </summary>
public float EventThreshold { get { return eventThreshold ; } set { eventThreshold = value ; } }
2024-11-21 09:35:48 +08:00
/// <summary>
/// When <see cref="Alpha"/> is greater than <c>AlphaAttachmentThreshold</c>, attachment timelines are applied.
/// Defaults to 0, so attachment timelines are always applied.
/// </summary>
public float AlphaAttachmentThreshold { get { return alphaAttachmentThreshold ; } set { alphaAttachmentThreshold = value ; } }
2024-10-23 17:55:55 +08:00
/// <summary>
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
2024-11-21 09:35:48 +08:00
/// <c>MixAttachmentThreshold</c>, attachment timelines are applied while this animation is being mixed out. Defaults
/// to 0, so attachment timelines are not applied while this animation is being mixed out.
/// </summary>
public float MixAttachmentThreshold { get { return mixAttachmentThreshold ; } set { mixAttachmentThreshold = value ; } }
2024-10-23 17:55:55 +08:00
/// <summary>
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
2024-11-21 09:35:48 +08:00
/// <c>MixDrawOrderThreshold</c>, draw order timelines are applied while this animation is being mixed out. Defaults to
/// 0, so draw order timelines are not applied while this animation is being mixed out.
2024-10-23 17:55:55 +08:00
/// </summary>
2024-11-21 09:35:48 +08:00
public float MixDrawOrderThreshold { get { return mixDrawOrderThreshold ; } set { mixDrawOrderThreshold = value ; } }
2024-10-23 17:55:55 +08:00
/// <summary>
2024-11-21 09:35:48 +08:00
/// The animation queued to start after this animation, or null if there is none. <c>next</c> makes up a doubly linked
/// list.
/// <para>
/// See <see cref="AnimationState.ClearNext(TrackEntry)"/> to truncate the list.</para></summary>
2024-10-23 17:55:55 +08:00
public TrackEntry Next { get { return next ; } }
2024-11-21 09:35:48 +08:00
/// <summary>
/// The animation queued to play before this animation, or null. <c>previous</c> makes up a doubly linked list.</summary>
public TrackEntry Previous { get { return previous ; } }
/// <summary>Returns true if this track entry has been applied at least once.</summary>
/// <seealso cref="AnimationState.Apply(Skeleton)"/>
public bool WasApplied {
get { return nextTrackLast ! = - 1 ; }
}
/// <summary>Returns true if there is a <see cref="Next"/> track entry that will become the current track entry during the
/// next <see cref="AnimationState.Update(float)"/>.</summary>
public bool IsNextReady {
get {
return ( next ! = null ) & & ( nextTrackLast - next . delay > = 0 ) ;
}
}
2024-10-23 17:55:55 +08:00
/// <summary>
/// Returns true if at least one loop has been completed.</summary>
/// <seealso cref="TrackEntry.Complete"/>
public bool IsComplete {
get { return trackTime > = animationEnd - animationStart ; }
}
/// <summary>
/// Seconds from 0 to the <see cref="TrackEntry.MixDuration"/> when mixing from the previous animation to this animation. May be
2024-11-21 09:35:48 +08:00
/// slightly more than <c>MixDuration</c> when the mix is complete.</summary>
2024-10-23 17:55:55 +08:00
public float MixTime { get { return mixTime ; } set { mixTime = value ; } }
/// <summary>
/// <para>
/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/> based on the animation before this animation (if any).</para>
/// <para>
2024-11-21 09:35:48 +08:00
/// The <c>MixDuration</c> can be set manually rather than use the value from
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/>. In that case, the <c>MixDuration</c> can be set for a new
/// track entry only before <see cref="AnimationState.Update(float)"/> is first called.</para>
/// <para>
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <c>Delay</c> <= 0, the
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>. If <c>mixDuration</c> is set
/// afterward, the delay may need to be adjusted. For example:</para>
/// <para><c>entry.Delay = entry.previous.TrackComplete - entry.MixDuration;</c></para>
/// <para>Alternatively, <see cref="SetMixDuration(float, float)"/> can be used to recompute the delay:</para>
/// <para><c>entry.SetMixDuration(0.25f, 0);</c></para>
2024-10-23 17:55:55 +08:00
/// </summary>
public float MixDuration { get { return mixDuration ; } set { mixDuration = value ; } }
2024-11-21 09:35:48 +08:00
/// <summary>Sets both <see cref="MixDuration"/> and <see cref="Delay"/>.</summary>
/// <param name="delay">If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track
/// entry minus the specified mix duration plus the specified<c> delay</c> (ie the mix ends at
/// (<c>delay</c> = 0) or before (<c>delay</c> < 0) the previous track entry duration). If the previous
/// entry is looping, its next loop completion is used instead of its duration.</param>
public void SetMixDuration ( float mixDuration , float delay ) {
this . mixDuration = mixDuration ;
if ( previous ! = null & & delay < = 0 ) delay + = previous . TrackComplete - mixDuration ;
this . delay = delay ;
}
2024-10-23 17:55:55 +08:00
/// <summary>
/// <para>
2024-11-21 09:35:48 +08:00
/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to <see cref="MixBlend.Replace"/>.
/// </para><para>
/// Track entries on track 0 ignore this setting and always use <see cref="MixBlend.First"/>.
/// </para><para>
/// The <c>MixBlend</c> can be set for a new track entry only before <see cref="AnimationState.Apply(Skeleton)"/> is first
2024-10-23 17:55:55 +08:00
/// called.</para>
/// </summary>
public MixBlend MixBlend { get { return mixBlend ; } set { mixBlend = value ; } }
/// <summary>
/// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
2024-11-21 09:35:48 +08:00
/// mixing is currently occurring. When mixing from multiple animations, <c>MixingFrom</c> makes up a linked list.</summary>
2024-10-23 17:55:55 +08:00
public TrackEntry MixingFrom { get { return mixingFrom ; } }
/// <summary>
/// The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is
2024-11-21 09:35:48 +08:00
/// currently occurring. When mixing to multiple animations, <c>MixingTo</c> makes up a linked list.</summary>
2024-10-23 17:55:55 +08:00
public TrackEntry MixingTo { get { return mixingTo ; } }
/// <summary>
/// <para>
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead
/// of being mixed out.</para>
/// <para>
/// 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%
2024-11-21 09:35:48 +08:00
/// while the second animation mixes from 0% to 100%. Setting <c>HoldPrevious</c> to true applies the first animation
2024-10-23 17:55:55 +08:00
/// 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.</para>
/// <para>
2024-11-21 09:35:48 +08:00
/// Snapping will occur if <c>HoldPrevious</c> is true and this animation does not key all the same properties as the
2024-10-23 17:55:55 +08:00
/// previous animation.</para>
/// </summary>
public bool HoldPrevious { get { return holdPrevious ; } set { holdPrevious = value ; } }
2024-11-21 09:35:48 +08:00
/// <summary>
/// If true, the animation will be applied in reverse. Events are not fired when an animation is applied in reverse.</summary>
public bool Reverse { get { return reverse ; } set { reverse = value ; } }
/// <summary><para>
/// If true, mixing rotation between tracks always uses the shortest rotation direction. If the rotation is animated, the
/// shortest rotation direction may change during the mix.
/// </para><para>
/// If false, the shortest rotation direction is remembered when the mix starts and the same direction is used for the rest
/// of the mix. Defaults to false.</para></summary>
public bool ShortestRotation { get { return shortestRotation ; } set { shortestRotation = value ; } }
/// <summary>Returns true if this entry is for the empty animation. See <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
/// <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>, and <see cref="AnimationState.SetEmptyAnimations(float)"/>.
/// </summary>
public bool IsEmptyAnimation { get { return animation = = AnimationState . EmptyAnimation ; } }
2024-10-23 17:55:55 +08:00
/// <summary>
/// <para>
/// 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 <see cref="alpha"/> and starting animations on other tracks.</para>
/// <para>
/// Mixing with <see cref="MixBlend.Replace"/> 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.</para>
/// </summary>
public void ResetRotationDirections ( ) {
timelinesRotation . Clear ( ) ;
}
override public string ToString ( ) {
return animation = = null ? "<none>" : animation . name ;
}
2024-11-21 09:35:48 +08:00
// Note: This method is required by SpineAnimationStateMixerBehaviour,
// which is part of the timeline extension package. Thus the internal member variable
// nextTrackLast is not accessible. We favor providing this method
// over exposing nextTrackLast as public property, which would rather confuse users.
public void AllowImmediateQueue ( ) {
if ( nextTrackLast < 0 ) nextTrackLast = 0 ;
}
2024-10-23 17:55:55 +08:00
}
class EventQueue {
private readonly List < EventQueueEntry > eventQueueEntries = new List < EventQueueEntry > ( ) ;
internal bool drainDisabled ;
private readonly AnimationState state ;
private readonly Pool < TrackEntry > trackEntryPool ;
internal event Action AnimationsChanged ;
internal EventQueue ( AnimationState state , Action HandleAnimationsChanged , Pool < TrackEntry > trackEntryPool ) {
this . state = state ;
this . AnimationsChanged + = HandleAnimationsChanged ;
this . trackEntryPool = trackEntryPool ;
}
internal void Start ( TrackEntry entry ) {
eventQueueEntries . Add ( new EventQueueEntry ( EventType . Start , entry ) ) ;
if ( AnimationsChanged ! = null ) AnimationsChanged ( ) ;
}
internal void Interrupt ( TrackEntry entry ) {
eventQueueEntries . Add ( new EventQueueEntry ( EventType . Interrupt , entry ) ) ;
}
internal void End ( TrackEntry entry ) {
eventQueueEntries . Add ( new EventQueueEntry ( EventType . End , entry ) ) ;
if ( AnimationsChanged ! = null ) AnimationsChanged ( ) ;
}
internal void Dispose ( TrackEntry entry ) {
eventQueueEntries . Add ( new EventQueueEntry ( EventType . Dispose , entry ) ) ;
}
internal void Complete ( TrackEntry entry ) {
eventQueueEntries . Add ( new EventQueueEntry ( EventType . Complete , entry ) ) ;
}
internal void Event ( TrackEntry entry , Event e ) {
eventQueueEntries . Add ( new EventQueueEntry ( EventType . Event , entry , e ) ) ;
}
/// <summary>Raises all events in the queue and drains the queue.</summary>
internal void Drain ( ) {
if ( drainDisabled ) return ;
drainDisabled = true ;
2024-11-21 09:35:48 +08:00
List < EventQueueEntry > eventQueueEntries = this . eventQueueEntries ;
2024-10-23 17:55:55 +08:00
AnimationState state = this . state ;
2024-11-21 09:35:48 +08:00
// Don't cache eventQueueEntries.Count so callbacks can queue their own events (eg, call SetAnimation in AnimationState_Complete).
for ( int i = 0 ; i < eventQueueEntries . Count ; i + + ) {
EventQueueEntry queueEntry = eventQueueEntries [ i ] ;
2024-10-23 17:55:55 +08:00
TrackEntry trackEntry = queueEntry . entry ;
switch ( queueEntry . type ) {
case EventType . Start :
trackEntry . OnStart ( ) ;
state . OnStart ( trackEntry ) ;
break ;
case EventType . Interrupt :
trackEntry . OnInterrupt ( ) ;
state . OnInterrupt ( trackEntry ) ;
break ;
case EventType . End :
trackEntry . OnEnd ( ) ;
state . OnEnd ( trackEntry ) ;
goto case EventType . Dispose ; // Fall through. (C#)
case EventType . Dispose :
trackEntry . OnDispose ( ) ;
state . OnDispose ( trackEntry ) ;
2024-11-21 09:35:48 +08:00
trackEntryPool . Free ( trackEntry ) ;
2024-10-23 17:55:55 +08:00
break ;
case EventType . Complete :
trackEntry . OnComplete ( ) ;
state . OnComplete ( trackEntry ) ;
break ;
case EventType . Event :
trackEntry . OnEvent ( queueEntry . e ) ;
state . OnEvent ( trackEntry , queueEntry . e ) ;
break ;
}
}
eventQueueEntries . Clear ( ) ;
drainDisabled = false ;
}
internal void Clear ( ) {
eventQueueEntries . Clear ( ) ;
}
2024-11-21 09:35:48 +08:00
struct EventQueueEntry {
public EventType type ;
public TrackEntry entry ;
public Event e ;
public EventQueueEntry ( EventType eventType , TrackEntry trackEntry , Event e = null ) {
this . type = eventType ;
this . entry = trackEntry ;
this . e = e ;
}
}
enum EventType {
Start , Interrupt , End , Dispose , Complete , Event
}
2024-10-23 17:55:55 +08:00
}
2024-11-21 09:35:48 +08:00
class Pool < T > where T : class , new ( ) {
2024-10-23 17:55:55 +08:00
public readonly int max ;
readonly Stack < T > freeObjects ;
public int Count { get { return freeObjects . Count ; } }
public int Peak { get ; private set ; }
public Pool ( int initialCapacity = 16 , int max = int . MaxValue ) {
freeObjects = new Stack < T > ( initialCapacity ) ;
this . max = max ;
}
public T Obtain ( ) {
return freeObjects . Count = = 0 ? new T ( ) : freeObjects . Pop ( ) ;
}
public void Free ( T obj ) {
if ( obj = = null ) throw new ArgumentNullException ( "obj" , "obj cannot be null" ) ;
if ( freeObjects . Count < max ) {
freeObjects . Push ( obj ) ;
Peak = Math . Max ( Peak , freeObjects . Count ) ;
}
Reset ( obj ) ;
}
public void Clear ( ) {
freeObjects . Clear ( ) ;
}
protected void Reset ( T obj ) {
2024-11-21 09:35:48 +08:00
IPoolable poolable = obj as IPoolable ;
2024-10-23 17:55:55 +08:00
if ( poolable ! = null ) poolable . Reset ( ) ;
}
public interface IPoolable {
void Reset ( ) ;
}
}
2024-11-21 09:35:48 +08:00
public static class HashSetExtensions {
public static bool AddAll < T > ( this HashSet < T > set , T [ ] addSet ) {
bool anyItemAdded = false ;
for ( int i = 0 , n = addSet . Length ; i < n ; + + i ) {
T item = addSet [ i ] ;
anyItemAdded | = set . Add ( item ) ;
}
return anyItemAdded ;
}
}
2024-10-23 17:55:55 +08:00
}