* Upgrades to Spine v3.4
Github issue #16115
* compiles and works on windows
tested on:
* win32
* win10
* win8.1
* include-linter: don't test spine files
we need them unmodified
* spine bindings fixes
also, doesn't use goblins-ffd. instead it uses goblins.
goblins-ffd is no longer present in spine v3.4
* fixed#16169: new android project crash in android 5.0.2 device (Nexus 7) when use 3.12
* fixed#16169: Adds comments for why we should not use `assignment operator` of `std::u16string`.
* Win32 move unicode utils global.
It need for easy converting utf-8 string in all code.
And use it api in user code also WinRT version.
* Move to CCUtils-win32
Also in WinRT version.
* Copyright
* #improve node sort performance by std::sort + unsigned long long (_localZOrder)
* Use bit field for make _localZOrder storage more clearly.
* #Comment _localZOrder members for meaningful.
* fix issues
* #use explicit bits integer of localZOrder storage
* #Fix compile error, add include <cstdint> to CCNode.h
* use the optimization for 64bit and no optimization solution for 32bit
translucent part of ETC format textures are rendered too bright due to
the fact that v3.12 sets PremultipliedAlpha to true by default. This
commit sets default value of _hasPremultipliedAlpha = false, deletes
unnecessary `_hasPremultipliedAlpha = false` code in multiple places,
making ETC format's _hasPremultipliedAlpha false while keeping other
formats unchanged.
* Pause instead of stopping music on resign
The [audioSource stop] causes the music to be stopped, and therefore it fails to resume later on a call to [audioSource resume], due to the addition of the if (!stopped) check in resume added in 26a04b38f2
* Don't re-pause music that has already been paused
In this situation:
1. Start game, music plays
2. Switch to Music app, game music paused, start other music
3. Switch to game, game music not resumed due to other music playing
4. Switch to Music app, stop other music
5. Switch back to game, game music should resume due to no other music playing
At step 5 the game music doesn't currently resume. This is because at step 4 when switching to the Music app, the game music gets re-paused (actually isPlaying is false, so systemPaused is set to NO, even though the music *is* still paused). This causes the music to not be resumed at step 5.
This change fixes this, by skipping the pause logic if systemPaused is already true.
Note that this is dependent on https://github.com/cocos2d/cocos2d-x/pull/16178
* Fix typo in previous fix.
* fixed#16170: Random crash in alGenBuffers(AudioCache::readDataTask) at startup.
* Minor fix: should -> may
* Minor fix: updates comments.
* Update comment.
* Comment fix again.
* [audio] Fixes some issues while stop/uncache right after play/preload on OSX/iOS platform.
* Better state control in AudioCache.
* Adds State enum class which contains INITIAL, LOADING, READY, FAILED states.
* AudioPlayer::destroy should check AudioCache::_isAudioLoaded flag, otherwise, app will freeze in cpp-tests/NewAudioEngineTest/6:Test invalid audio file.
* Should check whether state is INITIAL in the destructor of AudioCache.
* Adds test case for switching play state frequently.
* Skips invoking reading data callback if cache's state is INITIAL.
* Variables initialization for AudioCache class and fixes protential missing delete AL buffers.