75 lines
2.4 KiB
C++

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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.
******************************************************************************/
#ifndef SPINE_SFML_H_
#define SPINE_SFML_H_
#include <spine/spine.h>
#include <SFML/Graphics/Vertex.hpp>
#include <SFML/Graphics/VertexArray.hpp>
namespace spine {
typedef struct {
AtlasPage super;
sf::Texture* texture;
} SfmlAtlasPage;
/**/
class SkeletonDrawable;
typedef struct {
Skeleton super;
SkeletonDrawable* const drawable;
} SfmlSkeleton;
class SkeletonDrawable: public sf::Drawable {
public:
Skeleton* skeleton;
AnimationState* state;
float timeScale;
sf::VertexArray* vertexArray;
sf::Texture* texture; // All region attachments must use the same texture.
SkeletonDrawable (SkeletonData* skeleton, AnimationStateData* stateData = 0);
~SkeletonDrawable ();
void update (float deltaTime);
virtual void draw (sf::RenderTarget& target, sf::RenderStates states) const;
};
/**/
typedef struct {
RegionAttachment super;
sf::Vertex vertices[4];
sf::Texture* texture;
} SfmlRegionAttachment;
} /* namespace spine */
#endif /* SPINE_SFML_H_ */