74 lines
2.8 KiB
JavaScript

/******************************************************************************
* Spine Runtimes Software License
* Version 2
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software, 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 SOFTARE 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();
}
};