2025-07-15 22:56:12 +02:00

65 lines
2.6 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <spine/Slot.h>
#include <spine/Bone.h>
#include <spine/Skeleton.h>
#include <spine/SlotData.h>
#include <spine/SlotPose.h>
#include <spine/Color.h>
using namespace spine;
Slot::Slot(SlotData &data, Skeleton &skeleton)
: PosedGeneric<SlotData, SlotPose, SlotPose>(data), _skeleton(skeleton), _bone(*skeleton.getBones()[data._boneData._index]), _attachmentState(0) {
if (data.getSetupPose().hasDarkColor()) {
_pose._hasDarkColor = true;
_constrained._hasDarkColor = true;
}
setupPose();
}
Bone &Slot::getBone() {
return _bone;
}
void Slot::setupPose() {
_pose._color.set(_data._setup._color);
if (_pose._hasDarkColor) _pose._darkColor.set(_data._setup._darkColor);
_pose._sequenceIndex = _data._setup._sequenceIndex;
if (_data._attachmentName.isEmpty())
_pose.setAttachment(NULL);
else {
_pose._attachment = NULL;
_pose.setAttachment(_skeleton.getAttachment(_data._index, _data._attachmentName));
}
}