mirror of https://github.com/axmolengine/axmol.git
66 lines
2.4 KiB
C++
66 lines
2.4 KiB
C++
/******************************************************************************
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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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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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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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*
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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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* 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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*****************************************************************************/
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#ifndef Spine_HasRendererObject_h
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#define Spine_HasRendererObject_h
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#include <spine/dll.h>
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namespace spine {
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typedef void (*DisposeRendererObject)(void *rendererObject);
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class SP_API HasRendererObject {
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public:
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explicit HasRendererObject() : _rendererObject(0), _dispose(0) {};
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virtual ~HasRendererObject() {
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if (_dispose && _rendererObject)
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_dispose(_rendererObject);
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}
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void *getRendererObject() { return _rendererObject; }
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void setRendererObject(void *rendererObject, DisposeRendererObject dispose = 0) {
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if (_dispose && _rendererObject && _rendererObject != rendererObject)
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_dispose(_rendererObject);
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_rendererObject = rendererObject;
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_dispose = dispose;
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}
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private:
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void *_rendererObject;
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DisposeRendererObject _dispose;
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};
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}
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#endif
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