Mario Zechner ced0771c37 [ts] Merge fix for #2003, fix ping pong reverse in Sequencetimeline
# Conflicts:
#	spine-ts/package-lock.json
#	spine-ts/package.json
#	spine-ts/spine-canvas/package.json
#	spine-ts/spine-core/package.json
#	spine-ts/spine-core/src/Slot.ts
#	spine-ts/spine-core/src/attachments/MeshAttachment.ts
#	spine-ts/spine-core/src/attachments/RegionAttachment.ts
#	spine-ts/spine-player/package.json
#	spine-ts/spine-threejs/package.json
#	spine-ts/spine-webgl/package.json
2021-12-15 15:09:03 +01:00

70 lines
3.1 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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.
*****************************************************************************/
import { BoneData } from "./BoneData";
import { Color } from "./Utils";
/** Stores the setup pose for a {@link Slot}. */
export class SlotData {
/** The index of the slot in {@link Skeleton#getSlots()}. */
index: number = 0;
/** The name of the slot, which is unique across all slots in the skeleton. */
name: string = null;
/** The bone this slot belongs to. */
boneData: BoneData = null;
/** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two
* color tinting. */
color = new Color(1, 1, 1, 1);
/** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
* color's alpha is not used. */
darkColor: Color = null;
/** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */
attachmentName: string = null;
/** The blend mode for drawing the slot's attachment. */
blendMode: BlendMode = null;
constructor (index: number, name: string, boneData: BoneData) {
if (index < 0) throw new Error("index must be >= 0.");
if (!name) throw new Error("name cannot be null.");
if (!boneData) throw new Error("boneData cannot be null.");
this.index = index;
this.name = name;
this.boneData = boneData;
}
}
/** Determines how images are blended with existing pixels when drawn. */
export enum BlendMode { Normal, Additive, Multiply, Screen }