2014-10-15 11:23:02 +08:00
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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2017-02-09 16:57:42 +08:00
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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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2017-02-09 16:57:42 +08:00
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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2017-02-09 16:57:42 +08:00
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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2020-01-05 03:09:32 +08:00
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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2014-10-15 11:23:02 +08:00
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*****************************************************************************/
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#ifndef SPINE_SKELETONRENDERER_H_
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#define SPINE_SKELETONRENDERER_H_
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#include "cocos2d.h"
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#include <spine/spine.h>
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namespace spine {
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// class AttachmentVertices;
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/* Draws a skeleton. */
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class SP_API SkeletonRenderer : public cocos2d::Node, public cocos2d::BlendProtocol {
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public:
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CREATE_FUNC(SkeletonRenderer);
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static SkeletonRenderer *createWithSkeleton(Skeleton *skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false);
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static SkeletonRenderer *createWithData(SkeletonData *skeletonData, bool ownsSkeletonData = false);
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static SkeletonRenderer *createWithFile(const std::string &skeletonDataFile, Atlas *atlas, float scale = 1);
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static SkeletonRenderer *createWithFile(const std::string &skeletonDataFile, const std::string &atlasFile, float scale = 1);
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void update(float deltaTime) override;
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void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t transformFlags) override;
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cocos2d::Rect getBoundingBox() const override;
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void onEnter() override;
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void onExit() override;
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Skeleton *getSkeleton() const;
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void setTimeScale(float scale);
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float getTimeScale() const;
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/* */
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void setDebugSlotsEnabled(bool enabled);
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bool getDebugSlotsEnabled() const;
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void setDebugBonesEnabled(bool enabled);
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bool getDebugBonesEnabled() const;
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void setDebugMeshesEnabled(bool enabled);
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bool getDebugMeshesEnabled() const;
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void setDebugBoundingRectEnabled(bool enabled);
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bool getDebugBoundingRectEnabled() const;
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// --- Convenience methods for common Skeleton_* functions.
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void updateWorldTransform();
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void setToSetupPose();
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void setBonesToSetupPose();
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void setSlotsToSetupPose();
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/* Returns 0 if the bone was not found. */
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Bone *findBone(const std::string &boneName) const;
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/* Returns 0 if the slot was not found. */
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Slot *findSlot(const std::string &slotName) const;
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/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
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* attached if the corresponding attachment from the old skin was attached.
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* @param skin May be empty string ("") for no skin.*/
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void setSkin(const std::string &skinName);
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/** @param skin May be 0 for no skin.*/
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void setSkin(const char *skinName);
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/* Returns 0 if the slot or attachment was not found. */
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Attachment *getAttachment(const std::string &slotName, const std::string &attachmentName) const;
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/* Returns false if the slot or attachment was not found.
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* @param attachmentName May be empty string ("") for no attachment. */
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bool setAttachment(const std::string &slotName, const std::string &attachmentName);
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/* @param attachmentName May be 0 for no attachment. */
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bool setAttachment(const std::string &slotName, const char *attachmentName);
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/* Enables/disables two color tinting for this instance. May break batching */
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void setTwoColorTint(bool enabled);
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/* Whether two color tinting is enabled */
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bool isTwoColorTint();
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/* Sets the range of slots that should be rendered. Use -1, -1 to clear the range */
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void setSlotsRange(int startSlotIndex, int endSlotIndex);
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// --- BlendProtocol
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void setBlendFunc(const cocos2d::BlendFunc &blendFunc) override;
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const cocos2d::BlendFunc &getBlendFunc() const override;
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void setOpacityModifyRGB(bool value) override;
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bool isOpacityModifyRGB() const override;
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CC_CONSTRUCTOR_ACCESS : SkeletonRenderer();
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SkeletonRenderer(Skeleton *skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false, bool ownsAtlas = false);
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SkeletonRenderer(SkeletonData *skeletonData, bool ownsSkeletonData = false);
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SkeletonRenderer(const std::string &skeletonDataFile, Atlas *atlas, float scale = 1);
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SkeletonRenderer(const std::string &skeletonDataFile, const std::string &atlasFile, float scale = 1);
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virtual ~SkeletonRenderer();
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void initWithSkeleton(Skeleton *skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false, bool ownsAtlas = false);
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void initWithData(SkeletonData *skeletonData, bool ownsSkeletonData = false);
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void initWithJsonFile(const std::string &skeletonDataFile, Atlas *atlas, float scale = 1);
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void initWithJsonFile(const std::string &skeletonDataFile, const std::string &atlasFile, float scale = 1);
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void initWithBinaryFile(const std::string &skeletonDataFile, Atlas *atlas, float scale = 1);
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void initWithBinaryFile(const std::string &skeletonDataFile, const std::string &atlasFile, float scale = 1);
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virtual void initialize();
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protected:
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void setSkeletonData(SkeletonData *skeletonData, bool ownsSkeletonData);
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void setupGLProgramState(bool twoColorTintEnabled);
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virtual void drawDebug(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t transformFlags);
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bool _ownsSkeletonData;
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bool _ownsSkeleton;
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bool _ownsAtlas = false;
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Atlas *_atlas;
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AttachmentLoader *_attachmentLoader;
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cocos2d::CustomCommand _debugCommand;
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cocos2d::BlendFunc _blendFunc;
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bool _premultipliedAlpha;
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Skeleton *_skeleton;
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float _timeScale;
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bool _debugSlots;
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bool _debugBones;
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bool _debugMeshes;
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bool _debugBoundingRect;
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SkeletonClipping *_clipper;
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cocos2d::Rect _boundingRect;
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int _startSlotIndex;
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int _endSlotIndex;
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bool _twoColorTint;
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//Pool<AttachmentVertices*> _verticesPool;
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};
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}// namespace spine
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#endif /* SPINE_SKELETONRENDERER_H_ */
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