107 lines
3.3 KiB
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_VertexEffect_h
#define Spine_VertexEffect_h
#include <spine/SpineObject.h>
#include <spine/MathUtil.h>
namespace spine {
class Skeleton;
class Color;
class VertexEffect: public SpineObject {
public:
virtual void begin(Skeleton& skeleton) = 0;
virtual void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark) = 0;
virtual void end() = 0;
};
class JitterVertexEffect: public VertexEffect {
public:
JitterVertexEffect(float jitterX, float jitterY);
void begin(Skeleton& skeleton);
void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
void end();
void setJitterX(float jitterX);
float getJitterX();
void setJitterY(float jitterY);
float getJitterY();
protected:
float _jitterX;
float _jitterY;
};
class SwirlVertexEffect: public VertexEffect {
public:
SwirlVertexEffect(float radius, Interpolation &interpolation);
void begin(Skeleton& skeleton);
void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
void end();
void setCenterX(float centerX);
float getCenterX();
void setCenterY(float centerY);
float getCenterY();
void setRadius(float radius);
float getRadius();
void setAngle(float angle);
float getAngle();
void setWorldX(float worldX);
float getWorldX();
void setWorldY(float worldY);
float getWorldY();
protected:
float _centerX;
float _centerY;
float _radius;
float _angle;
float _worldX;
float _worldY;
Interpolation& _interpolation;
};
}
#endif /* Spine_VertexEffect_h */