2014-09-01 18:41:43 +02:00

61 lines
2.4 KiB
C++

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* 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 (typically granted by licensing Spine), 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.
*****************************************************************************/
#ifndef SPINE_SFML_H_
#define SPINE_SFML_H_
#define SPINE_SHORT_NAMES
#include <spine/spine.h>
#include <SFML/Graphics/Vertex.hpp>
#include <SFML/Graphics/VertexArray.hpp>
namespace spine {
class SkeletonDrawable: public sf::Drawable {
public:
Skeleton* skeleton;
AnimationState* state;
float timeScale;
sf::VertexArray* vertexArray;
SkeletonDrawable (SkeletonData* skeleton, AnimationStateData* stateData = 0);
~SkeletonDrawable ();
void update (float deltaTime);
virtual void draw (sf::RenderTarget& target, sf::RenderStates states) const;
private:
bool ownsAnimationStateData;
float* worldVertices;
};
} /* namespace spine */
#endif /* SPINE_SFML_H_ */