/****************************************************************************** * 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. *****************************************************************************/ #if UNITY_5_3_OR_NEWER #define IS_UNITY #endif #if !IS_UNITY namespace Spine { /// /// 32 bit floating point color to be used with other game toolkits than Unity and XNA/Monogame. /// public struct Color32F { public float r, g, b, a; public Color32F (float r, float g, float b, float a = 1.0f) { this.r = r; this.g = g; this.b = b; this.a = a; } public override string ToString () { return string.Format("RGBA({0}, {1}, {2}, {3})", r, g, b, a); } public static Color32F operator + (Color32F c1, Color32F c2) { return new Color32F(c1.r + c2.r, c1.g + c2.g, c1.b + c2.b, c1.a + c2.a); } public static Color32F operator - (Color32F c1, Color32F c2) { return new Color32F(c1.r - c2.r, c1.g - c2.g, c1.b - c2.b, c1.a - c2.a); } } static class ColorExtensions { public static Color32F Clamp (this Color32F color) { color.r = MathUtils.Clamp(color.r, 0, 1); color.g = MathUtils.Clamp(color.g, 0, 1); color.b = MathUtils.Clamp(color.b, 0, 1); color.a = MathUtils.Clamp(color.a, 0, 1); return color; } public static Color32F RGBA8888ToColor (this uint rgba8888) { float r = ((rgba8888 & 0xff000000) >> 24) / 255f; float g = ((rgba8888 & 0x00ff0000) >> 16) / 255f; float b = ((rgba8888 & 0x0000ff00) >> 8) / 255f; float a = ((rgba8888 & 0x000000ff)) / 255f; return new Color32F(r, g, b, a); } public static Color32F XRGB888ToColor (this uint xrgb888) { float r = ((xrgb888 & 0x00ff0000) >> 16) / 255f; float g = ((xrgb888 & 0x0000ff00) >> 8) / 255f; float b = ((xrgb888 & 0x000000ff)) / 255f; return new Color32F(r, g, b); } } } #endif