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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge branch '3.6' into 3.7-beta
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commit
d6737858e8
@ -53,7 +53,6 @@
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* Added `spVertexEffect` and corresponding implementations `spJitterVertexEffect` and `spSwirlVertexEffect`. Create/dispose through the corresponding `spXXXVertexEffect_create()/dispose()` functions. Set on framework/engine specific renderer. See changes for spine-c based frameworks/engines below.
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* Added `spVertexEffect` and corresponding implementations `spJitterVertexEffect` and `spSwirlVertexEffect`. Create/dispose through the corresponding `spXXXVertexEffect_create()/dispose()` functions. Set on framework/engine specific renderer. See changes for spine-c based frameworks/engines below.
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* Functions in `extension.h` are not prefixed with `_sp` instead of just `_` to avoid interference with other libraries.
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* Functions in `extension.h` are not prefixed with `_sp` instead of just `_` to avoid interference with other libraries.
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* Introduced `SP_API` macro. Every spine-c function is prefixed with this macro. By default, it is an empty string. Can be used to markup spine-c functions with e.g. ``__declspec` when compiling to a dll or linking to that dll.
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* Introduced `SP_API` macro. Every spine-c function is prefixed with this macro. By default, it is an empty string. Can be used to markup spine-c functions with e.g. ``__declspec` when compiling to a dll or linking to that dll.
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* Added `void* userData` to `spAnimationState` to be consumed in callbacks.
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### Cocos2d-X
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### Cocos2d-X
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* Fixed renderer to work with 3.6 changes
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* Fixed renderer to work with 3.6 changes
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@ -65,6 +64,7 @@
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* SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
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* SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
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* Added support for vertex effects. See `RaptorExample.cpp`.
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* Added support for vertex effects. See `RaptorExample.cpp`.
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* Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
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* Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
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* Added `spAtlasPage_setCustomTextureLoader()` which let's you do texture loading manually. Thanks @jareguo.
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### Cocos2d-Objc
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### Cocos2d-Objc
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* Fixed renderer to work with 3.6 changes
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* Fixed renderer to work with 3.6 changes
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@ -85,7 +85,6 @@
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* Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
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* Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
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* Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files!
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* Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files!
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* spine-c is now exposed from the plugin shared library on Windows via __declspec.
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* spine-c is now exposed from the plugin shared library on Windows via __declspec.
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* `SkeletonRenderComponent` now generates collision meshes by default.
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## C#
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## C#
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* **Breaking changes**
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* **Breaking changes**
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@ -31,6 +31,13 @@
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#include <spine/spine-cocos2dx.h>
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#include <spine/spine-cocos2dx.h>
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#include <spine/extension.h>
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#include <spine/extension.h>
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namespace spine {
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static CustomTextureLoader _customTextureLoader = nullptr;
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void spAtlasPage_setCustomTextureLoader (CustomTextureLoader texLoader) {
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_customTextureLoader = texLoader;
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}
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}
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USING_NS_CC;
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USING_NS_CC;
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GLuint wrap (spAtlasWrap wrap) {
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GLuint wrap (spAtlasWrap wrap) {
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@ -60,7 +67,13 @@ GLuint filter (spAtlasFilter filter) {
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}
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}
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void _spAtlasPage_createTexture (spAtlasPage* self, const char* path) {
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void _spAtlasPage_createTexture (spAtlasPage* self, const char* path) {
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Texture2D* texture = Director::getInstance()->getTextureCache()->addImage(path);
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Texture2D* texture = nullptr;
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if (spine::_customTextureLoader) {
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texture = spine::_customTextureLoader(path);
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}
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if (!texture) {
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texture = Director::getInstance()->getTextureCache()->addImage(path);
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}
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CCASSERT(texture != nullptr, "Invalid image");
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CCASSERT(texture != nullptr, "Invalid image");
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texture->retain();
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texture->retain();
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@ -38,4 +38,10 @@
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#include <spine/SkeletonAnimation.h>
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#include <spine/SkeletonAnimation.h>
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#include <spine/SkeletonBatch.h>
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#include <spine/SkeletonBatch.h>
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namespace spine {
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typedef cocos2d::Texture2D* (*CustomTextureLoader)(const char* path);
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// set custom texture loader for _spAtlasPage_createTexture
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void spAtlasPage_setCustomTextureLoader(CustomTextureLoader texLoader);
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}
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#endif /* SPINE_COCOS2DX_H_ */
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#endif /* SPINE_COCOS2DX_H_ */
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