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C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_RegionAttachment_h
#define Spine_RegionAttachment_h
#include <spine/Attachment.h>
#include <spine/Vector.h>
#include <spine/Color.h>
#include <string>
#include <spine/HasRendererObject.h>
#define NUM_UVS 8
namespace spine {
class Bone;
/// Attachment that displays a texture region.
class SP_API RegionAttachment : public Attachment, public HasRendererObject {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class AtlasAttachmentLoader;
RTTI_DECL
public:
explicit RegionAttachment(const String& name);
void updateOffset();
void setUVs(float u, float v, float u2, float v2, bool rotate);
/// Transforms the attachment's four vertices to world coordinates.
/// @param bone The parent bone.
/// @param worldVertices The output world vertices. Must have a length greater than or equal to offset + 8.
/// @param offset The worldVertices index to begin writing values.
/// @param stride The number of worldVertices entries between the value pairs written.
void computeWorldVertices(Bone& bone, float *worldVertices, size_t offset, size_t stride = 2);
void computeWorldVertices(Bone& bone, Vector<float>& worldVertices, size_t offset, size_t stride = 2);
float getX();
void setX(float inValue);
float getY();
void setY(float inValue);
float getRotation();
void setRotation(float inValue);
float getScaleX();
void setScaleX(float inValue);
float getScaleY();
void setScaleY(float inValue);
float getWidth();
void setWidth(float inValue);
float getHeight();
void setHeight(float inValue);
Color& getColor();
const String& getPath();
void setPath(const String& inValue);
float getRegionOffsetX();
void setRegionOffsetX(float inValue);
float getRegionOffsetY();
void setRegionOffsetY(float inValue);
float getRegionWidth();
void setRegionWidth(float inValue);
float getRegionHeight();
void setRegionHeight(float inValue);
float getRegionOriginalWidth();
void setRegionOriginalWidth(float inValue);
float getRegionOriginalHeight();
void setRegionOriginalHeight(float inValue);
Vector<float>& getOffset();
Vector<float>& getUVs();
private:
static const int BLX;
static const int BLY;
static const int ULX;
static const int ULY;
static const int URX;
static const int URY;
static const int BRX;
static const int BRY;
float _x, _y, _rotation, _scaleX, _scaleY, _width, _height;
float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
Vector<float> _vertexOffset;
Vector<float> _uvs;
String _path;
float _regionU;
float _regionV;
float _regionU2;
float _regionV2;
Color _color;
};
}
#endif /* Spine_RegionAttachment_h */