mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-22 01:36:42 +08:00
74 lines
2.8 KiB
JavaScript
74 lines
2.8 KiB
JavaScript
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software, you may not (a) modify, translate, adapt or
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* otherwise create derivative works, improvements of the Software or develop
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* new applications using the Software or (b) remove, delete, alter or obscure
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* any trademarks or any copyright, trademark, patent or other intellectual
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* property or proprietary rights notices on or in the Software, including
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* any copy thereof. Redistributions in binary or source form must include
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* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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function SpriteBatch (draw2D) {
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this.draw2D = draw2D;
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this.buffer = [];
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}
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SpriteBatch.prototype = {
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count: 0,
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texture: null,
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blendMode: null,
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begin: function (blendMode, sortMode) {
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this.blendMode = blendMode;
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this.draw2D.begin(blendMode, sortMode);
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},
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add: function (texture, x1, y1, x2, y2, x3, y3, x4, y4, r, g, b, a, u1, v1, u2, v2) {
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if (this.texture && this.texture != texture) this.flush();
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this.texture = texture;
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var index = this.count++ * 16;
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var buffer = this.buffer;
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buffer[index++] = x1;
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buffer[index++] = y1;
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buffer[index++] = x2;
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buffer[index++] = y2;
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buffer[index++] = x3;
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buffer[index++] = y3;
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buffer[index++] = x4;
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buffer[index++] = y4;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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buffer[index++] = u1;
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buffer[index++] = v1;
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buffer[index++] = u2;
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buffer[index] = v2;
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},
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flush: function () {
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if (!this.texture) return;
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this.draw2D.drawRaw(this.texture, this.buffer, this.count, 0);
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this.texture = null;
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this.count = 0;
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},
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end: function () {
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this.flush();
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this.draw2D.end();
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}
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};
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