blob: 0739550023ec12336c0d62b1f1f89ff963d2a2f9 [file] [log] [blame]
#include "rive/animation/animation_state_instance.hpp"
#include "rive/animation/animation_state.hpp"
#include "rive/animation/state_machine_instance.hpp"
using namespace rive;
static LinearAnimation emptyAnimation;
AnimationStateInstance::AnimationStateInstance(const AnimationState* state,
ArtboardInstance* instance) :
StateInstance(state),
// We're careful to always instance a valid animation here as the
// StateMachine makes assumptions about AnimationState's producing valid
// AnimationStateInstances with backing animations. This was discovered when
// using Clang address sanitizer. We previously returned a
// SystemStateInstance (basically a no-op StateMachine state) which would
// cause bad casts in parts of the code where we assumed AnimationStates
// would have create AnimationStateInstances.
m_AnimationInstance(state->animation() ? state->animation() : &emptyAnimation,
instance,
state->speed()),
m_KeepGoing(true)
{}
// NOTE:: should we return bool here? we are not currently using the output of this, we are instead
// using m_keepGoing directly.
void AnimationStateInstance::advance(float seconds, StateMachineInstance* stateMachineInstance)
{
m_KeepGoing = m_AnimationInstance.advance(seconds * state()->as<AnimationState>()->speed(),
stateMachineInstance);
}
void AnimationStateInstance::apply(float mix) { m_AnimationInstance.apply(mix); }
bool AnimationStateInstance::keepGoing() const { return m_KeepGoing; }
void AnimationStateInstance::clearSpilledTime() { m_AnimationInstance.clearSpilledTime(); }