/****************************************************************************** * 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. *****************************************************************************/ module spine { export abstract class Texture { protected _image: HTMLImageElement; constructor (image: HTMLImageElement) { this._image = image; } getImage (): HTMLImageElement { return this._image; } abstract setFilters (minFilter: TextureFilter, magFilter: TextureFilter): void; abstract setWraps (uWrap: TextureWrap, vWrap: TextureWrap): void; abstract dispose (): void; public static filterFromString (text: string): TextureFilter { switch (text.toLowerCase()) { case "nearest": return TextureFilter.Nearest; case "linear": return TextureFilter.Linear; case "mipmap": return TextureFilter.MipMap; case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest; case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest; case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear; case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear; default: throw new Error(`Unknown texture filter ${text}`); } } public static wrapFromString (text: string): TextureWrap { switch (text.toLowerCase()) { case "mirroredtepeat": return TextureWrap.MirroredRepeat; case "clamptoedge": return TextureWrap.ClampToEdge; case "repeat": return TextureWrap.Repeat; default: throw new Error(`Unknown texture wrap ${text}`); } } } export enum TextureFilter { Nearest = 9728, // WebGLRenderingContext.NEAREST Linear = 9729, // WebGLRenderingContext.LINEAR MipMap = 9987, // WebGLRenderingContext.LINEAR_MIPMAP_LINEAR MipMapNearestNearest = 9984, // WebGLRenderingContext.NEAREST_MIPMAP_NEAREST MipMapLinearNearest = 9985, // WebGLRenderingContext.LINEAR_MIPMAP_NEAREST MipMapNearestLinear = 9986, // WebGLRenderingContext.NEAREST_MIPMAP_LINEAR MipMapLinearLinear = 9987 // WebGLRenderingContext.LINEAR_MIPMAP_LINEAR } export enum TextureWrap { MirroredRepeat = 33648, // WebGLRenderingContext.MIRRORED_REPEAT ClampToEdge = 33071, // WebGLRenderingContext.CLAMP_TO_EDGE Repeat = 10497 // WebGLRenderingContext.REPEAT } export class TextureRegion { renderObject: any; u = 0; v = 0; u2 = 0; v2 = 0; width = 0; height = 0; rotate = false; offsetX = 0; offsetY = 0; originalWidth = 0; originalHeight = 0; } export class FakeTexture extends spine.Texture { setFilters(minFilter: spine.TextureFilter, magFilter: spine.TextureFilter) { } setWraps(uWrap: spine.TextureWrap, vWrap: spine.TextureWrap) { } dispose() { } } }