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[libgdx] Javadoc
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@ -30,6 +30,14 @@
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package com.esotericsoftware.spine;
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import com.esotericsoftware.spine.attachments.Attachment;
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import com.esotericsoftware.spine.attachments.ClippingAttachment;
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import com.esotericsoftware.spine.attachments.MeshAttachment;
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import com.esotericsoftware.spine.attachments.RegionAttachment;
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import com.esotericsoftware.spine.attachments.SkeletonAttachment;
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import com.esotericsoftware.spine.utils.SkeletonClipping;
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import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.Batch;
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@ -39,13 +47,6 @@ import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.FloatArray;
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import com.badlogic.gdx.utils.NumberUtils;
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import com.badlogic.gdx.utils.ShortArray;
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import com.esotericsoftware.spine.attachments.Attachment;
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import com.esotericsoftware.spine.attachments.ClippingAttachment;
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import com.esotericsoftware.spine.attachments.MeshAttachment;
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import com.esotericsoftware.spine.attachments.RegionAttachment;
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import com.esotericsoftware.spine.attachments.SkeletonAttachment;
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import com.esotericsoftware.spine.utils.SkeletonClipping;
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import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
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public class SkeletonRenderer {
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static private final short[] quadTriangles = {0, 1, 2, 2, 3, 0};
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@ -61,6 +62,13 @@ public class SkeletonRenderer {
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private final Color temp5 = new Color();
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private final Color temp6 = new Color();
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/** Renders the specified skeleton. If the batch is a PolygonSpriteBatch, {@link #draw(PolygonSpriteBatch, Skeleton)} is
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* called. If the batch is a TwoColorPolygonBatch, {@link #draw(TwoColorPolygonBatch, Skeleton)} is called. Otherwise the
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* skeleton is rendered without two color tinting and any mesh attachments will throw an exception.
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* <p>
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* This method may change the batch's {@link Batch#setBlendFunctionSeparate(int, int, int, int) blending function}. The
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* previous blend function is not restore, since that could result in unnecessary flushes, depending on what is rendered
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* next. */
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public void draw (Batch batch, Skeleton skeleton) {
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if (batch instanceof PolygonSpriteBatch) {
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draw((PolygonSpriteBatch)batch, skeleton);
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@ -133,6 +141,11 @@ public class SkeletonRenderer {
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if (vertexEffect != null) vertexEffect.end();
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}
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/** Renders the specified skeleton, including meshes, but without two color tinting.
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* <p>
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* This method may change the batch's {@link Batch#setBlendFunctionSeparate(int, int, int, int) blending function}. The
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* previous blend function is not restore, since that could result in unnecessary flushes, depending on what is rendered
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* next. */
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@SuppressWarnings("null")
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public void draw (PolygonSpriteBatch batch, Skeleton skeleton) {
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Vector2 tempPos = this.temp;
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@ -250,6 +263,11 @@ public class SkeletonRenderer {
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if (vertexEffect != null) vertexEffect.end();
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}
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/** Renders the specified skeleton, including meshes and two color tinting.
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* <p>
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* This method may change the batch's {@link Batch#setBlendFunctionSeparate(int, int, int, int) blending function}. The
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* previous blend function is not restore, since that could result in unnecessary flushes, depending on what is rendered
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* next. */
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@SuppressWarnings("null")
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public void draw (TwoColorPolygonBatch batch, Skeleton skeleton) {
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Vector2 tempPos = this.temp;
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