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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
Clean up.
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cedf16751f
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78e4222341
@ -48,11 +48,28 @@ void trackEntryCallback (spAnimationState* state, int trackIndex, spEventType ty
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((SkeletonAnimation*)state->rendererObject)->onTrackEntryEvent(trackIndex, type, event, loopCount);
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}
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typedef struct _TrackEntryListeners {
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StartListener startListener;
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EndListener endListener;
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CompleteListener completeListener;
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EventListener eventListener;
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} _TrackEntryListeners;
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static _TrackEntryListeners* getListeners (spTrackEntry* entry) {
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if (!entry->rendererObject) {
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entry->rendererObject = NEW(spine::_TrackEntryListeners);
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entry->listener = trackEntryCallback;
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}
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return (_TrackEntryListeners*)entry->rendererObject;
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}
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void disposeTrackEntry (spAnimationState* self, spTrackEntry* entry) {
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if (entry->rendererObject) FREE(entry->rendererObject);
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_spTrackEntry_dispose(entry);
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}
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//
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SkeletonAnimation* SkeletonAnimation::createWithData (spSkeletonData* skeletonData) {
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SkeletonAnimation* node = new SkeletonAnimation(skeletonData);
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node->autorelease();
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@ -193,14 +210,6 @@ void SkeletonAnimation::onTrackEntryEvent (int trackIndex, spEventType type, spE
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}
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}
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static _TrackEntryListeners* getListeners (spTrackEntry* entry) {
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if (!entry->rendererObject) {
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entry->rendererObject = NEW(spine::_TrackEntryListeners);
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entry->listener = trackEntryCallback;
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}
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return (_TrackEntryListeners*)entry->rendererObject;
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}
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void SkeletonAnimation::setStartListener (spTrackEntry* entry, StartListener listener) {
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getListeners(entry)->startListener = listener;
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}
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@ -42,13 +42,6 @@ typedef std::function<void(int trackIndex)> EndListener;
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typedef std::function<void(int trackIndex, int loopCount)> CompleteListener;
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typedef std::function<void(int trackIndex, spEvent* event)> EventListener;
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typedef struct _TrackEntryListeners {
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StartListener startListener;
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EndListener endListener;
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CompleteListener completeListener;
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EventListener eventListener;
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} _TrackEntryListeners;
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/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
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* played later. */
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class SkeletonAnimation: public SkeletonRenderer {
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@ -48,11 +48,28 @@ void trackEntryCallback (spAnimationState* state, int trackIndex, spEventType ty
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((SkeletonAnimation*)state->rendererObject)->onTrackEntryEvent(trackIndex, type, event, loopCount);
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}
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typedef struct _TrackEntryListeners {
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StartListener startListener;
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EndListener endListener;
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CompleteListener completeListener;
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EventListener eventListener;
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} _TrackEntryListeners;
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static _TrackEntryListeners* getListeners (spTrackEntry* entry) {
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if (!entry->rendererObject) {
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entry->rendererObject = NEW(spine::_TrackEntryListeners);
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entry->listener = trackEntryCallback;
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}
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return (_TrackEntryListeners*)entry->rendererObject;
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}
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void disposeTrackEntry (spAnimationState* self, spTrackEntry* entry) {
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if (entry->rendererObject) FREE(entry->rendererObject);
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_spTrackEntry_dispose(entry);
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}
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//
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SkeletonAnimation* SkeletonAnimation::createWithData (spSkeletonData* skeletonData) {
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SkeletonAnimation* node = new SkeletonAnimation(skeletonData);
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node->autorelease();
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@ -193,14 +210,6 @@ void SkeletonAnimation::onTrackEntryEvent (int trackIndex, spEventType type, spE
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}
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}
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static _TrackEntryListeners* getListeners (spTrackEntry* entry) {
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if (!entry->rendererObject) {
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entry->rendererObject = NEW(spine::_TrackEntryListeners);
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entry->listener = trackEntryCallback;
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}
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return (_TrackEntryListeners*)entry->rendererObject;
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}
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void SkeletonAnimation::setStartListener (spTrackEntry* entry, StartListener listener) {
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getListeners(entry)->startListener = listener;
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}
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@ -42,13 +42,6 @@ typedef std::function<void(int trackIndex)> EndListener;
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typedef std::function<void(int trackIndex, int loopCount)> CompleteListener;
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typedef std::function<void(int trackIndex, spEvent* event)> EventListener;
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typedef struct _TrackEntryListeners {
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StartListener startListener;
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EndListener endListener;
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CompleteListener completeListener;
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EventListener eventListener;
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} _TrackEntryListeners;
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/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
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* played later. */
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class SkeletonAnimation: public SkeletonRenderer {
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@ -48,11 +48,28 @@ void trackEntryCallback (spAnimationState* state, int trackIndex, spEventType ty
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((SkeletonAnimation*)state->rendererObject)->onTrackEntryEvent(trackIndex, type, event, loopCount);
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}
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typedef struct _TrackEntryListeners {
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StartListener startListener;
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EndListener endListener;
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CompleteListener completeListener;
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EventListener eventListener;
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} _TrackEntryListeners;
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static _TrackEntryListeners* getListeners (spTrackEntry* entry) {
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if (!entry->rendererObject) {
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entry->rendererObject = NEW(spine::_TrackEntryListeners);
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entry->listener = trackEntryCallback;
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}
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return (_TrackEntryListeners*)entry->rendererObject;
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}
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void disposeTrackEntry (spAnimationState* self, spTrackEntry* entry) {
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if (entry->rendererObject) FREE(entry->rendererObject);
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_spTrackEntry_dispose(entry);
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}
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//
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SkeletonAnimation* SkeletonAnimation::createWithData (spSkeletonData* skeletonData) {
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SkeletonAnimation* node = new SkeletonAnimation(skeletonData);
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node->autorelease();
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@ -193,14 +210,6 @@ void SkeletonAnimation::onTrackEntryEvent (int trackIndex, spEventType type, spE
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}
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}
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static _TrackEntryListeners* getListeners (spTrackEntry* entry) {
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if (!entry->rendererObject) {
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entry->rendererObject = NEW(spine::_TrackEntryListeners);
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entry->listener = trackEntryCallback;
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}
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return (_TrackEntryListeners*)entry->rendererObject;
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}
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void SkeletonAnimation::setStartListener (spTrackEntry* entry, StartListener listener) {
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getListeners(entry)->startListener = listener;
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}
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@ -42,13 +42,6 @@ typedef std::function<void(int trackIndex)> EndListener;
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typedef std::function<void(int trackIndex, int loopCount)> CompleteListener;
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typedef std::function<void(int trackIndex, spEvent* event)> EventListener;
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typedef struct _TrackEntryListeners {
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StartListener startListener;
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EndListener endListener;
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CompleteListener completeListener;
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EventListener eventListener;
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} _TrackEntryListeners;
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/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
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* played later. */
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class SkeletonAnimation: public SkeletonRenderer {
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