/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the * Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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. *****************************************************************************/ function SpriteBatch (draw2D) { this.draw2D = draw2D; this.buffer = []; } SpriteBatch.prototype = { count: 0, texture: null, blendMode: null, begin: function (blendMode, sortMode) { this.blendMode = blendMode; this.draw2D.begin(blendMode, sortMode); }, add: function (texture, x1, y1, x2, y2, x3, y3, x4, y4, r, g, b, a, u1, v1, u2, v2) { if (this.texture && this.texture != texture) this.flush(); this.texture = texture; var index = this.count++ * 16; var buffer = this.buffer; buffer[index++] = x1; buffer[index++] = y1; buffer[index++] = x2; buffer[index++] = y2; buffer[index++] = x3; buffer[index++] = y3; buffer[index++] = x4; buffer[index++] = y4; buffer[index++] = r; buffer[index++] = g; buffer[index++] = b; buffer[index++] = a; buffer[index++] = u1; buffer[index++] = v1; buffer[index++] = u2; buffer[index] = v2; }, flush: function () { if (!this.texture) return; this.draw2D.drawRaw(this.texture, this.buffer, this.count, 0); this.texture = null; this.count = 0; }, end: function () { this.flush(); this.draw2D.end(); } };