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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[ue4] Updated sample project to require UE 4.21+. Fixed shadowing local variables. See #1250.
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@ -210,7 +210,7 @@ void SSpineWidget::Flush(int32 LayerId, FSlateWindowElementList& OutDrawElements
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setVertex(&vertexData[i], Vertices[i].X, Vertices[i].Y, Uvs[i].X, Uvs[i].Y, Colors[i], offset);
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setVertex(&vertexData[i], Vertices[i].X, Vertices[i].Y, Uvs[i].X, Uvs[i].Y, Colors[i], offset);
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}
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}
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FSlateBrush brush;
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/*FSlateBrush brush;
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brush.SetResourceObject(Material);
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brush.SetResourceObject(Material);
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brush = widget->Brush;
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brush = widget->Brush;
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@ -218,7 +218,7 @@ void SSpineWidget::Flush(int32 LayerId, FSlateWindowElementList& OutDrawElements
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if (shaderResource) {
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if (shaderResource) {
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FSlateResourceHandle resourceHandle = FSlateApplication::Get().GetRenderer()->GetResourceHandle(brush);
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FSlateResourceHandle resourceHandle = FSlateApplication::Get().GetRenderer()->GetResourceHandle(brush);
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FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, resourceHandle, renderData.VertexData, renderData.IndexData, nullptr, 0, 0);
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FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, resourceHandle, renderData.VertexData, renderData.IndexData, nullptr, 0, 0);
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}
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}*/
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Vertices.SetNum(0);
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Vertices.SetNum(0);
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Indices.SetNum(0);
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Indices.SetNum(0);
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@ -34,8 +34,8 @@
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using namespace spine;
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using namespace spine;
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void UTrackEntry::SetTrackEntry(TrackEntry* entry) {
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void UTrackEntry::SetTrackEntry(TrackEntry* trackEntry) {
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this->entry = entry;
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this->entry = trackEntry;
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if (entry) entry->setRendererObject((void*)this);
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if (entry) entry->setRendererObject((void*)this);
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}
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}
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@ -136,8 +136,8 @@ SkeletonData* USpineSkeletonDataAsset::GetSkeletonData (Atlas* Atlas, bool Force
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AnimationStateData* USpineSkeletonDataAsset::GetAnimationStateData(Atlas* atlas) {
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AnimationStateData* USpineSkeletonDataAsset::GetAnimationStateData(Atlas* atlas) {
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if (!animationStateData) {
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if (!animationStateData) {
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SkeletonData* skeletonData = GetSkeletonData(atlas, false);
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SkeletonData* data = GetSkeletonData(atlas, false);
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animationStateData = new (__FILE__, __LINE__) AnimationStateData(skeletonData);
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animationStateData = new (__FILE__, __LINE__) AnimationStateData(data);
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}
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}
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for (auto& data : MixData) {
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for (auto& data : MixData) {
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if (!data.From.IsEmpty() && !data.To.IsEmpty()) {
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if (!data.From.IsEmpty() && !data.To.IsEmpty()) {
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@ -81,7 +81,7 @@ public:
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UTrackEntry () { }
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UTrackEntry () { }
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void SetTrackEntry (spine::TrackEntry* entry);
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void SetTrackEntry (spine::TrackEntry* trackEntry);
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spine::TrackEntry* GetTrackEntry() { return entry; }
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spine::TrackEntry* GetTrackEntry() { return entry; }
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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@ -1,6 +1,6 @@
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{
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{
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"FileVersion": 3,
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"FileVersion": 3,
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"EngineAssociation": "4.20",
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"EngineAssociation": "4.21",
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"Category": "",
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"Category": "",
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"Description": "",
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"Description": "",
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"Modules": [
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"Modules": [
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