/****************************************************************************** * Spine Runtime Software License - Version 1.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Essential, Professional, Enterprise, or Education License must * be purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer, in the documentation and/or other materials provided with the * distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include #include USING_NS_CC; void _spAtlasPage_createTexture (spAtlasPage* self, const char* path) { Texture2D* texture = Director::getInstance()->getTextureCache()->addImage(path); TextureAtlas* textureAtlas = TextureAtlas::createWithTexture(texture, 4); textureAtlas->retain(); self->rendererObject = textureAtlas; // Using getContentSize to make it supports the strategy of loading resources in cocos2d-x. self->width = texture->getPixelsWide(); self->height = texture->getPixelsHigh(); // self->width = texture->getContentSize().width; // self->height = texture->getContentSize().height; } void _spAtlasPage_disposeTexture (spAtlasPage* self) { ((TextureAtlas*)self->rendererObject)->release(); } char* _spUtil_readFile (const char* path, int* length) { char* ret = nullptr; int size = 0; Data data = FileUtils::getInstance()->getDataFromFile(path); if (!data.isNull()) { size = static_cast(data.getSize()); *length = size; // Allocates one more byte for string terminal, it will be safe when parsing JSON file in Spine runtime. ret = (char*)malloc(size + 1); ret[size] = '\0'; memcpy(ret, data.getBytes(), size); } return ret; } /**/ void spRegionAttachment_updateQuad (spRegionAttachment* self, spSlot* slot, V3F_C4B_T2F_Quad* quad, bool premultipliedAlpha) { float vertices[8]; spRegionAttachment_computeWorldVertices(self, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices); GLubyte r = slot->skeleton->r * slot->r * 255; GLubyte g = slot->skeleton->g * slot->g * 255; GLubyte b = slot->skeleton->b * slot->b * 255; float normalizedAlpha = slot->skeleton->a * slot->a; if (premultipliedAlpha) { r *= normalizedAlpha; g *= normalizedAlpha; b *= normalizedAlpha; } GLubyte a = normalizedAlpha * 255; quad->bl.colors.r = r; quad->bl.colors.g = g; quad->bl.colors.b = b; quad->bl.colors.a = a; quad->tl.colors.r = r; quad->tl.colors.g = g; quad->tl.colors.b = b; quad->tl.colors.a = a; quad->tr.colors.r = r; quad->tr.colors.g = g; quad->tr.colors.b = b; quad->tr.colors.a = a; quad->br.colors.r = r; quad->br.colors.g = g; quad->br.colors.b = b; quad->br.colors.a = a; quad->bl.vertices.x = vertices[VERTEX_X1]; quad->bl.vertices.y = vertices[VERTEX_Y1]; quad->tl.vertices.x = vertices[VERTEX_X2]; quad->tl.vertices.y = vertices[VERTEX_Y2]; quad->tr.vertices.x = vertices[VERTEX_X3]; quad->tr.vertices.y = vertices[VERTEX_Y3]; quad->br.vertices.x = vertices[VERTEX_X4]; quad->br.vertices.y = vertices[VERTEX_Y4]; quad->bl.texCoords.u = self->uvs[VERTEX_X1]; quad->bl.texCoords.v = self->uvs[VERTEX_Y1]; quad->tl.texCoords.u = self->uvs[VERTEX_X2]; quad->tl.texCoords.v = self->uvs[VERTEX_Y2]; quad->tr.texCoords.u = self->uvs[VERTEX_X3]; quad->tr.texCoords.v = self->uvs[VERTEX_Y3]; quad->br.texCoords.u = self->uvs[VERTEX_X4]; quad->br.texCoords.v = self->uvs[VERTEX_Y4]; }