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@@ -28,223 +28,138 @@
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-- POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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-local AnimationState = {}
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-
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-function AnimationState.new (data)
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- if not data then error("data cannot be nil", 2) end
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-
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+local setmetatable = setmetatable
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+local table_insert = table.insert
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+local utils = require "spine-lua.utils"
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+local Animation = require "spine-lua.Animation"
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+local AnimationStateData = require "spine-lua.AnimationStateData"
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+
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+local EventType = {
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+ start = 0,
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+ interrupt = 1,
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+ _end = 2,
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+ dispose = 3,
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+ complete = 4,
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+ event = 5
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+}
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+
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+local EventQueue = {}
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+EventQueue.__index = EventQueue
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+
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+function EventQueue.new (animationState)
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local self = {
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- data = data,
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- tracks = {},
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- trackCount = 0,
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- events = {},
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- onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil,
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- timeScale = 1
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+ objects = {},
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+ animationState = animationState,
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+ drainDisabled = false
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}
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+ setmetatable(self, EventQueue)
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+ return self
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+end
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- local function setCurrent (index, entry)
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- local current = self.tracks[index]
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- if current then
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- local previous = current.previous
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- current.previous = nil
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-
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- if current.onEnd then current.onEnd(index) end
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- if self.onEnd then self.onEnd(index) end
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-
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- entry.mixDuration = self.data:getMix(current.animation.name, entry.animation.name)
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- if entry.mixDuration > 0 then
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- entry.mixTime = 0
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- -- If a mix is in progress, mix from the closest animation.
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- if previous and current.mixTime / current.mixDuration < 0.5 then
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- entry.previous = previous
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- else
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- entry.previous = current
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- end
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- end
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- end
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-
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- self.tracks[index] = entry
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- self.trackCount = math.max(self.trackCount, index + 1)
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-
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- if entry.onStart then entry.onStart(index) end
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- if self.onStart then self.onStart(index) end
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- end
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+function EventQueue:start (entry)
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+ local objects = self.objects
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+ table_insert(objects, EventType.start)
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+ table_insert(objects, entry)
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+ animationState.animationsChanged = true
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+end
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- function self:update (delta)
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- delta = delta * self.timeScale
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- for i = 0, self.trackCount - 1 do
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- local current = self.tracks[i]
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- if current then
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- current.time = current.time + delta * current.timeScale
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- if current.previous then
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- local previousDelta = delta * current.previous.timeScale
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- current.previous.time = current.previous.time + previousDelta
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- current.mixTime = current.mixTime + previousDelta
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- end
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-
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- local next = current.next
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- if next then
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- next.time = current.lastTime - next.delay
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- if next.time >= 0 then setCurrent(i, next) end
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- else
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- -- End non-looping animation when it reaches its end time and there is no next entry.
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- if not current.loop and current.lastTime >= current.endTime then self:clearTrack(i) end
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- end
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- end
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- end
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- end
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+function EventQueue:interrupt (entry)
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+ local objects = self.objects
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+ table_insert(objects, EventType.interrupt)
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+ table_insert(objects, entry)
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+end
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- function self:apply(skeleton)
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- for i = 0, self.trackCount - 1 do
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- local current = self.tracks[i]
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- if current then
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- local time = current.time
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- local lastTime = current.lastTime
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- local endTime = current.endTime
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- local loop = current.loop
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- if not loop and time > endTime then time = endTime end
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-
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- local previous = current.previous
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- if not previous then
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- if current.mix == 1 then
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- current.animation:apply(skeleton, current.lastTime, time, loop, self.events)
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- else
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- current.animation:mix(skeleton, current.lastTime, time, loop, self.events, current.mix)
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- end
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- else
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- local previousTime = previous.time
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- if not previous.loop and previousTime > previous.endTime then previousTime = previous.endTime end
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- previous.animation:apply(skeleton, previousTime, previousTime, previous.loop, nil)
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-
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- local alpha = current.mixTime / current.mixDuration * current.mix
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- if alpha >= 1 then
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- alpha = 1
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- current.previous = nil
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- end
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- current.animation:mix(skeleton, current.lastTime, time, loop, self.events, alpha)
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- end
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-
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- local eventCount = #self.events
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- for ii = 1, eventCount, 1 do
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- local event = self.events[ii]
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- if current.onEvent then current.onEvent(i, event) end
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- if self.onEvent then self.onEvent(i, event) end
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- end
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- for ii = 1, eventCount, 1 do
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- table.remove(self.events)
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- end
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-
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- -- Check if completed the animation or a loop iteration.
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- local complete
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- if current.loop then
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- complete = lastTime % endTime > time % endTime
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- else
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- complete = lastTime < endTime and time >= endTime
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- end
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- if complete then
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- local count = math.floor(time / endTime)
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- if current.onComplete then current.onComplete(i, count) end
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- if self.onComplete then self.onComplete(i, count) end
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- end
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-
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- current.lastTime = current.time
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- end
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- end
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- end
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+function EventQueue:_end (entry)
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+ local objects = self.objects
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+ table_insert(objects, EventType._end)
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+ table_insert(objects, entry)
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+ animationState.animationsChanged = true
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+end
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- function self:clearTracks ()
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- for i,current in pairs(self.tracks) do
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- self.clearTrack(i)
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- end
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- self.tracks = {}
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- self.trackCount = 0
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- end
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+function EventQueue:dispose (entry)
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+ local objects = self.objects
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+ table_insert(objects, EventType.dispose)
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+ table_insert(objects, entry)
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+end
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- function self:clearTrack (trackIndex)
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- local current = self.tracks[trackIndex]
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- if not current then return end
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+function EventQueue:complete (entry)
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+ local objects = self.objects
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+ table_insert(objects, EventType.complete)
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+ table_insert(objects, entry)
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+end
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- if current.onEnd then current.onEnd(trackIndex) end
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- if self.onEnd then self.onEnd(trackIndex) end
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+function EventQueue:event (entry, event)
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+ local objects = self.objects
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+ table_insert(objects, EventType.event)
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+ table_insert(objects, entry)
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+ table_insert(objects, event)
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+end
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- self.tracks[trackIndex] = nil
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- if trackIndex == self.trackCount - 1 then
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- self.trackCount = self.trackCount - 1
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+function EventQueue:drain ()
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+ if self.drainDisabled then return end -- Not reentrant.
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+ self.drainDisabled = true
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+
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+ local objects = self.objects
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+ local as = self.animationState
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+ local i = 1
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+ local n = #objects
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+ while i <= n do
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+ local _type = objects[i]
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+ local entry = objects[i + 1]
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+ if _type == EventType.start then
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+ if entry.onStart then entry.onStart(entry) end
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+ if as.onStart then entry.onStart(entry) end
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+ elseif _type == EventType.interrupt then
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+ if entry.onInterrupt then entry.onInterrupt(entry) end
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+ if as.onInterrupt then entry.onInterrupt(entry) end
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+ elseif _type == EventType._end then
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+ if entry.onEnd then entry.onEnd(entry) end
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+ if as.onEnd then entry.onEnd(entry) end
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+ -- fall through in ref impl
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+ if entry.onDispose then entry.onDispose(entry) end
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+ if as.onDispose then entry.onDispose(entry) end
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+ elseif _type == EventType._dispose then
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+ if entry.onDispose then entry.onDispose(entry) end
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+ if as.onDispose then entry.onDispose(entry) end
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+ elseif _type == EventType.complete then
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+ if entry.onComplete then entry.onComplete(entry) end
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+ if as.onComplete then entry.onComplete(entry) end
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+ elseif _type == EventType.event then
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+ local event = objects[i + 2]
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+ if entry.onEvent then entry.onEvent(entry, event) end
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+ if as.onEvent then entry.onEvent(entry, event) end
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+ i = i + 1
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end
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+ i = i + 2
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end
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+ self:clear()
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- function self:setAnimationByName (trackIndex, animationName, loop)
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- local animation = self.data.skeletonData:findAnimation(animationName)
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- if not animation then error("Animation not found: " .. animationName) end
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- return self:setAnimation(trackIndex, animation, loop)
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- end
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-
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- -- Set the current animation. Any queued animations are cleared.
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- function self:setAnimation (trackIndex, animation, loop)
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- local entry = AnimationState.TrackEntry.new()
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- entry.animation = animation
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- entry.loop = loop
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- entry.endTime = animation.duration
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- setCurrent(trackIndex, entry)
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- return entry
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- end
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-
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- function self:addAnimationByName (trackIndex, animationName, loop, delay)
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- local animation = self.data.skeletonData:findAnimation(animationName)
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- if not animation then error("Animation not found: " .. animationName) end
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- return self:addAnimation(trackIndex, animation, loop, delay)
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- end
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-
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- -- Adds an animation to be played delay seconds after the current or last queued animation.
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- -- @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
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- function self:addAnimation (trackIndex, animation, loop, delay)
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- local entry = AnimationState.TrackEntry.new()
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- entry.animation = animation
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- entry.loop = loop
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- entry.endTime = animation.duration
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-
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- local last = self.tracks[trackIndex]
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- if last then
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- while (last.next) do
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- last = last.next
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- end
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- last.next = entry
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- else
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- setCurrent(trackIndex, entry)
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- end
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+ self.drainDisabled = false;
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+end
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- delay = delay or 0
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- if delay <= 0 then
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- if last then
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- delay = delay + last.endTime - self.data:getMix(last.animation.name, animation.name)
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- else
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- delay = 0
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- end
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- end
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- entry.delay = delay
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+function EventQueue:clear ()
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+ self.objects[1] = nil -- dirty trick so we don't re-alloc, relies on using # in drain
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+end
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- return entry
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- end
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- -- May return nil.
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- function self:getCurrent (trackIndex)
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- return self.tracks[trackIndex]
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- end
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+local AnimationState = {}
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+AnimationState.__index = AnimationState
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- return self
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-end
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+function AnimationState.new (data)
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+ if not data then error("data cannot be nil", 2) end
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-AnimationState.TrackEntry = {}
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-function AnimationState.TrackEntry.new (data)
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local self = {
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- next = nil, previous = nil,
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- animation = nil,
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- loop = false,
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- delay = 0, time = 0, lastTime = -1, endTime = 0,
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- timeScale = 1,
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- mixTime = 0, mixDuration = 0, mix = 1,
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- onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil
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+ data = data,
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+ tracks = {},
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+ events = {},
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+ onStart = nil, onInterrupt = nil, onEnd = nil, onDispose = nil, onComplete = nil, onEvent = nil,
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+ queue = nil,
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+ propertyIDs = {},
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+ animationsChanged = false,
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+ timeScale = 1
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}
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+ queue = EventQueue.new(self)
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+ setmetatable(self, AnimationState)
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return self
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end
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