axmol/cocos/editor-support/spine/SkeletonBatch.h

79 lines
3.0 KiB
C++

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
#ifndef SPINE_SKELETONBATCH_H_
#define SPINE_SKELETONBATCH_H_
#include <spine/spine.h>
#include "cocos2d.h"
namespace spine {
class SkeletonBatch {
public:
/* Sets the max number of vertices that can be drawn in a single frame. The buffer will grow automatically as needed, but
* setting it to the appropriate is more efficient. Best to call before getInstance is called for the first time. Default is
* 8192. */
static void setBufferSize (int vertexCount);
static SkeletonBatch* getInstance ();
void update (float delta);
void addCommand (cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState,
cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand:: Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
protected:
SkeletonBatch (int capacity);
virtual ~SkeletonBatch ();
cocos2d::V3F_C4B_T2F* _buffer;
int _capacity;
int _position;
class Command {
public:
Command ();
virtual ~Command ();
cocos2d::TrianglesCommand* trianglesCommand;
cocos2d::TrianglesCommand::Triangles* triangles;
Command* next;
};
Command* _firstCommand;
Command* _command;
};
}
#endif // SPINE_SKELETONBATCH_H_