/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software or
 * otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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 * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#ifndef Spine_Timeline_h
#define Spine_Timeline_h

#include <spine/RTTI.h>
#include <spine/Vector.h>
#include <spine/MixBlend.h>
#include <spine/MixDirection.h>
#include <spine/SpineObject.h>
#include <spine/Property.h>

namespace spine {
	class Skeleton;

	class Event;

	class SP_API Timeline : public SpineObject {
	RTTI_DECL

	public:
		Timeline(size_t frameCount, size_t frameEntries);

		virtual ~Timeline();

		/// Sets the value(s) for the specified time.
		/// @param skeleton The skeleton the timeline is being applied to. This provides access to the bones, slots, and other skeleton components the timeline may change.
		/// @param lastTime lastTime The time this timeline was last applied. Timelines such as EventTimeline trigger only at specific times rather than every frame. In that case, the timeline triggers everything between lastTime (exclusive) and time (inclusive).
		/// @param time The time within the animation. Most timelines find the key before and the key after this time so they can interpolate between the keys.
		/// @param pEvents If any events are fired, they are added to this array. Can be NULL to ignore firing events or if the timeline does not fire events. May be NULL.
		/// @param alpha alpha 0 applies the current or setup pose value (depending on pose parameter). 1 applies the timeline
		///	value. Between 0 and 1 applies a value between the current or setup pose and the timeline value. By adjusting alpha over
		///	time, an animation can be mixed in or out. alpha can also be useful to apply animations on top of each other (layered).
		/// @param blend Controls how mixing is applied when alpha is than 1.
		/// @param direction Indicates whether the timeline is mixing in or out. Used by timelines which perform instant transitions such as DrawOrderTimeline and AttachmentTimeline.
		virtual void
		apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
			  MixDirection direction) = 0;

		size_t getFrameEntries();

		size_t getFrameCount();

		Vector<float> &getFrames();

		float getDuration();

		virtual Vector <PropertyId> &getPropertyIds();

	protected:
		void setPropertyIds(PropertyId propertyIds[], size_t propertyIdsCount);

        Vector <PropertyId> _propertyIds;
		Vector<float> _frames;
		size_t _frameEntries;
	};
}

#endif /* Spine_Timeline_h */
