/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package spine; import spine.attachments.Attachment; import spine.attachments.VertexAttachment; /** Stores a slot's current pose. Slots organize attachments for Skeleton.drawOrder purposes and provide a place to store * state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared * across multiple skeletons. */ class Slot { private var _data:SlotData; private var _bone:Bone; /** The color used to tint the slot's attachment. If darkColor is set, this is used as the light color for two * color tinting. */ public var color:Color; /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ public var darkColor:Color; private var _attachment:Attachment; /** The index of the texture region to display when the slot's attachment has a spine.attachments.Sequence. -1 represents the * Sequence.getSetupIndex(). */ public var sequenceIndex = -1; public var attachmentState:Int = 0; /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. * @see spine.attachments.VertexAttachment.computeWorldVertices() * @see spine.animation.DeformTimeline */ public var deform:Array = new Array(); /** Copy constructor. */ public function new(data:SlotData, bone:Bone) { if (data == null) throw new SpineException("data cannot be null."); if (bone == null) throw new SpineException("bone cannot be null."); _data = data; _bone = bone; this.color = new Color(1, 1, 1, 1); this.darkColor = data.darkColor == null ? null : new Color(1, 1, 1, 1); setToSetupPose(); } /** The slot's setup pose data. */ public var data(get, never):SlotData; private function get_data():SlotData { return _data; } /** The bone this slot belongs to. */ public var bone(get, never):Bone; private function get_bone():Bone { return _bone; } /** The skeleton this slot belongs to. */ public var skeleton(get, never):Skeleton; private function get_skeleton():Skeleton { return _bone.skeleton; } /** The current attachment for the slot, or null if the slot has no attachment. */ public var attachment(get, set):Attachment; private function get_attachment():Attachment { return _attachment; } /** Sets the slot's attachment and, if the attachment changed, resets sequenceIndex and clears the deform. * The deform is not cleared if the old attachment has the same spine.attachments.VertexAttachment.timelineAttachment as the * specified attachment. */ public function set_attachment(attachmentNew:Attachment):Attachment { if (attachment == attachmentNew) return attachmentNew; if (!Std.isOfType(attachmentNew, VertexAttachment) || !Std.isOfType(attachment, VertexAttachment) || cast(attachmentNew, VertexAttachment).timelineAttachment != cast(attachment, VertexAttachment).timelineAttachment) { deform = new Array(); } _attachment = attachmentNew; sequenceIndex = -1; return attachmentNew; } /** Sets this slot to the setup pose. */ public function setToSetupPose():Void { color.setFromColor(data.color); if (darkColor != null) darkColor.setFromColor(data.darkColor); if (_data.attachmentName == null) { attachment = null; } else { _attachment = null; attachment = skeleton.getAttachmentForSlotIndex(data.index, data.attachmentName); } } public function toString():String { return _data.name != null ? _data.name : "Slot?"; } }