/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef Spine_VertexEffect_h #define Spine_VertexEffect_h #include #include namespace spine { class Skeleton; class Color; class VertexEffect: public SpineObject { public: virtual void begin(Skeleton& skeleton) = 0; virtual void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark) = 0; virtual void end() = 0; }; class JitterVertexEffect: public VertexEffect { public: JitterVertexEffect(float jitterX, float jitterY); void begin(Skeleton& skeleton); void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark); void end(); void setJitterX(float jitterX); float getJitterX(); void setJitterY(float jitterY); float getJitterY(); protected: float _jitterX; float _jitterY; }; class SwirlVertexEffect: public VertexEffect { public: SwirlVertexEffect(float radius, Interpolation &interpolation); void begin(Skeleton& skeleton); void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark); void end(); void setCenterX(float centerX); float getCenterX(); void setCenterY(float centerY); float getCenterY(); void setRadius(float radius); float getRadius(); void setAngle(float angle); float getAngle(); void setWorldX(float worldX); float getWorldX(); void setWorldY(float worldY); float getWorldY(); protected: float _centerX; float _centerY; float _radius; float _angle; float _worldX; float _worldY; Interpolation& _interpolation; }; } #endif /* Spine_VertexEffect_h */