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https://github.com/EsotericSoftware/spine-runtimes.git
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[sdl] Formatting
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parent
e55be33c1e
commit
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@ -119,8 +119,7 @@ void spine_sdl_draw_skeleton(spine_skeleton skeleton, struct SDL_Renderer *sdl_r
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SDL_BlendMode target;
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switch (blend_mode) {
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case SPINE_BLEND_MODE_NORMAL:
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target = SDL_ComposeCustomBlendMode(
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, target);
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break;
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@ -128,14 +127,12 @@ void spine_sdl_draw_skeleton(spine_skeleton skeleton, struct SDL_Renderer *sdl_r
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
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break;
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case SPINE_BLEND_MODE_ADDITIVE:
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target = SDL_ComposeCustomBlendMode(
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD,
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE,
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SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, target);
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break;
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case SPINE_BLEND_MODE_SCREEN:
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target = SDL_ComposeCustomBlendMode(
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, target);
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break;
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@ -115,8 +115,7 @@ void spine::SDL_draw(Skeleton &skeleton, SDL_Renderer *renderer, bool premultipl
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SDL_BlendMode target;
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switch (blendMode) {
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case BlendMode_Normal:
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target = SDL_ComposeCustomBlendMode(
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, target);
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break;
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@ -124,14 +123,12 @@ void spine::SDL_draw(Skeleton &skeleton, SDL_Renderer *renderer, bool premultipl
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
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break;
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case BlendMode_Additive:
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target = SDL_ComposeCustomBlendMode(
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD,
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE,
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SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, target);
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break;
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case BlendMode_Screen:
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target = SDL_ComposeCustomBlendMode(
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
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SDL_SetTextureBlendMode(texture, target);
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break;
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@ -42,7 +42,8 @@ namespace spine {
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SDL_Renderer *renderer;
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public:
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SDLTextureLoader(SDL_Renderer *renderer) : renderer(renderer) {}
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SDLTextureLoader(SDL_Renderer *renderer) : renderer(renderer) {
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}
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void load(AtlasPage &page, const String &path);
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void unload(void *texture);
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