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