axmol/extensions/spine/runtime/include/spine/VertexEffect.h

106 lines
3.2 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_VertexEffect_h
#define Spine_VertexEffect_h
#include <spine/SpineObject.h>
#include <spine/MathUtil.h>
namespace spine {
class Skeleton;
class Color;
class SP_API VertexEffect: public SpineObject {
public:
virtual void begin(Skeleton& skeleton) = 0;
virtual void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark) = 0;
virtual void end() = 0;
};
class SP_API JitterVertexEffect: public VertexEffect {
public:
JitterVertexEffect(float jitterX, float jitterY);
void begin(Skeleton& skeleton);
void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
void end();
void setJitterX(float jitterX);
float getJitterX();
void setJitterY(float jitterY);
float getJitterY();
protected:
float _jitterX;
float _jitterY;
};
class SP_API SwirlVertexEffect: public VertexEffect {
public:
SwirlVertexEffect(float radius, Interpolation &interpolation);
void begin(Skeleton& skeleton);
void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
void end();
void setCenterX(float centerX);
float getCenterX();
void setCenterY(float centerY);
float getCenterY();
void setRadius(float radius);
float getRadius();
void setAngle(float angle);
float getAngle();
void setWorldX(float worldX);
float getWorldX();
void setWorldY(float worldY);
float getWorldY();
protected:
float _centerX;
float _centerY;
float _radius;
float _angle;
float _worldX;
float _worldY;
Interpolation& _interpolation;
};
}
#endif /* Spine_VertexEffect_h */