NathanSweet 26e4fb0d74 License header update.
2 -> 2.1 (clearer how permission is granted, formatting).
2014-04-23 12:04:43 +02:00

76 lines
2.8 KiB
JavaScript

/******************************************************************************
* 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.
*****************************************************************************/
function SpriteBatch (draw2D) {
this.draw2D = draw2D;
this.buffer = [];
}
SpriteBatch.prototype = {
count: 0,
texture: null,
blendMode: null,
begin: function (blendMode, sortMode) {
this.blendMode = blendMode;
this.draw2D.begin(blendMode, sortMode);
},
add: function (texture, x1, y1, x2, y2, x3, y3, x4, y4, r, g, b, a, u1, v1, u2, v2) {
if (this.texture && this.texture != texture) this.flush();
this.texture = texture;
var index = this.count++ * 16;
var buffer = this.buffer;
buffer[index++] = x1;
buffer[index++] = y1;
buffer[index++] = x2;
buffer[index++] = y2;
buffer[index++] = x3;
buffer[index++] = y3;
buffer[index++] = x4;
buffer[index++] = y4;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index++] = u1;
buffer[index++] = v1;
buffer[index++] = u2;
buffer[index] = v2;
},
flush: function () {
if (!this.texture) return;
this.draw2D.drawRaw(this.texture, this.buffer, this.count, 0);
this.texture = null;
this.count = 0;
},
end: function () {
this.flush();
this.draw2D.end();
}
};