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https://github.com/EsotericSoftware/spine-runtimes.git
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71 lines
2.7 KiB
C++
71 lines
2.7 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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#ifndef SPINE_POSEDACTIVE_H_
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#define SPINE_POSEDACTIVE_H_
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#include <spine/dll.h>
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#include <spine/Posed.h>
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namespace spine {
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template<class D, class P, class A>
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class SP_API PosedActive : public Posed<D, P, A> {
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protected:
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bool _active;
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public:
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PosedActive(D& data, P& pose, A& constrained);
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virtual ~PosedActive();
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/// Returns false when this constraint won't be updated by
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/// Skeleton::updateWorldTransform() because a skin is required and the
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/// active skin does not contain this item.
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/// @see Skin::getBones()
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/// @see Skin::getConstraints()
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/// @see PosedData::getSkinRequired()
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/// @see Skeleton::updateCache()
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bool isActive();
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};
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template<class D, class P, class A>
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PosedActive<D, P, A>::PosedActive(D& data, P& pose, A& constrained) : Posed<D, P, A>(data, pose, constrained), _active(false) {
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this->setupPose();
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}
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template<class D, class P, class A>
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PosedActive<D, P, A>::~PosedActive() {
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}
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template<class D, class P, class A>
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bool PosedActive<D, P, A>::isActive() {
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return _active;
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}
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}
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#endif /* SPINE_POSEDACTIVE_H_ */ |