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[cpp] 4.3 porting WIP
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@ -37,7 +37,7 @@
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namespace spine {
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/// Stores a bone's local pose.
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class SP_API BoneLocal : public SpineObject, public Pose<BoneLocal> {
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class SP_API BoneLocal : public Pose<BoneLocal> {
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RTTI_DECL
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private:
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92
spine-cpp/spine-cpp/include/spine/SlotPose.h
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92
spine-cpp/spine-cpp/include/spine/SlotPose.h
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@ -0,0 +1,92 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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_SLOTPOSE_H_
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#define SPINE_SLOTPOSE_H_
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#include <spine/SpineObject.h>
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#include <spine/RTTI.h>
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#include <spine/Pose.h>
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#include <spine/Color.h>
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#include <spine/Vector.h>
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namespace spine {
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class Attachment;
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class VertexAttachment;
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class SP_API SlotPose : public Pose<SlotPose> {
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RTTI_DECL
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private:
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Color _color;
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Color _darkColor;
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bool _hasDarkColor;
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Attachment* _attachment;
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int _sequenceIndex;
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Vector<float> _deform;
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public:
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SlotPose();
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virtual ~SlotPose();
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virtual void set(SlotPose& pose) override;
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/// The color used to tint the slot's attachment. If getDarkColor() is set, this is used as the light color for two
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/// color tinting.
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Color& getColor();
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/// The dark color used to tint the slot's attachment for two color tinting. The dark
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/// color's alpha is not used.
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Color& getDarkColor();
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/// Returns true if this slot has a dark color.
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bool hasDarkColor();
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/// The current attachment for the slot, or null if the slot has no attachment.
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Attachment* getAttachment();
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/// Sets the slot's attachment and, if the attachment changed, resets sequenceIndex and clears the deform.
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/// The deform is not cleared if the old attachment has the same VertexAttachment::getTimelineAttachment() as the
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/// specified attachment.
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void setAttachment(Attachment* attachment);
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/// The index of the texture region to display when the slot's attachment has a Sequence. -1 represents the
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/// Sequence::getSetupIndex().
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int getSequenceIndex();
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void setSequenceIndex(int sequenceIndex);
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/// Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
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/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
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///
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/// See VertexAttachment::computeWorldVertices() and DeformTimeline.
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Vector<float>& getDeform();
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};
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}
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#endif /* SPINE_SLOTPOSE_H_ */
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@ -108,6 +108,7 @@
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#include <spine/SliderPose.h>
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#include <spine/Slot.h>
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#include <spine/SlotData.h>
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#include <spine/SlotPose.h>
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#include <spine/SlotTimeline.h>
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#include <spine/SpacingMode.h>
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#include <spine/SpineObject.h>
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@ -28,7 +28,6 @@
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*****************************************************************************/
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#include <spine/BoneLocal.h>
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#include <spine/SpineException.h>
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using namespace spine;
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96
spine-cpp/spine-cpp/src/spine/SlotPose.cpp
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96
spine-cpp/spine-cpp/src/spine/SlotPose.cpp
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@ -0,0 +1,96 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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#include <spine/SlotPose.h>
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#include <spine/Attachment.h>
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#include <spine/VertexAttachment.h>
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using namespace spine;
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RTTI_IMPL_NOPARENT(SlotPose)
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SlotPose::SlotPose() : _color(1, 1, 1, 1), _darkColor(0, 0, 0, 0), _hasDarkColor(false), _attachment(nullptr), _sequenceIndex(-1) {
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}
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SlotPose::~SlotPose() {
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}
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void SlotPose::set(SlotPose& pose) {
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_color.set(pose._color);
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if (pose._hasDarkColor) _darkColor.set(pose._darkColor);
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_hasDarkColor = pose._hasDarkColor;
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_attachment = pose._attachment;
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_sequenceIndex = pose._sequenceIndex;
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_deform.clear();
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_deform.addAll(pose._deform);
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}
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Color& SlotPose::getColor() {
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return _color;
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}
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Color& SlotPose::getDarkColor() {
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return _darkColor;
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}
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bool SlotPose::hasDarkColor() {
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return _hasDarkColor;
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}
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Attachment* SlotPose::getAttachment() {
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return _attachment;
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}
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void SlotPose::setAttachment(Attachment* attachment) {
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if (_attachment == attachment) return;
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// Check if we need to clear deform based on timeline attachment
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if (!attachment ||
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!_attachment ||
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!attachment->getRTTI().instanceOf(VertexAttachment::rtti) ||
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!_attachment->getRTTI().instanceOf(VertexAttachment::rtti) ||
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static_cast<VertexAttachment*>(attachment)->getTimelineAttachment() !=
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static_cast<VertexAttachment*>(_attachment)->getTimelineAttachment()) {
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_deform.clear();
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}
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_attachment = attachment;
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_sequenceIndex = -1;
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}
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int SlotPose::getSequenceIndex() {
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return _sequenceIndex;
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}
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void SlotPose::setSequenceIndex(int sequenceIndex) {
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_sequenceIndex = sequenceIndex;
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}
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Vector<float>& SlotPose::getDeform() {
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return _deform;
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}
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