2025-07-16 20:22:21 +02:00

92 lines
3.4 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
#if UNITY_5_3_OR_NEWER
#define IS_UNITY
#endif
#if !IS_UNITY
namespace Spine {
/// <summary>
/// 32 bit floating point color to be used with other game toolkits than Unity and XNA/Monogame.
/// </summary>
public struct Color32F {
public float r, g, b, a;
public Color32F (float r, float g, float b, float a = 1.0f) {
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
public override string ToString () {
return string.Format("RGBA({0}, {1}, {2}, {3})", r, g, b, a);
}
public static Color32F operator + (Color32F c1, Color32F c2) {
return new Color32F(c1.r + c2.r, c1.g + c2.g, c1.b + c2.b, c1.a + c2.a);
}
public static Color32F operator - (Color32F c1, Color32F c2) {
return new Color32F(c1.r - c2.r, c1.g - c2.g, c1.b - c2.b, c1.a - c2.a);
}
public static Color32F operator * (Color32F c1, Color32F c2) {
return new Color32F(c1.r * c2.r, c1.g * c2.g, c1.b * c2.b, c1.a * c2.a);
}
}
static class ColorExtensions {
public static Color32F Clamp (this Color32F color) {
color.r = MathUtils.Clamp(color.r, 0, 1);
color.g = MathUtils.Clamp(color.g, 0, 1);
color.b = MathUtils.Clamp(color.b, 0, 1);
color.a = MathUtils.Clamp(color.a, 0, 1);
return color;
}
public static Color32F RGBA8888ToColor (this uint rgba8888) {
float r = ((rgba8888 & 0xff000000) >> 24) / 255f;
float g = ((rgba8888 & 0x00ff0000) >> 16) / 255f;
float b = ((rgba8888 & 0x0000ff00) >> 8) / 255f;
float a = ((rgba8888 & 0x000000ff)) / 255f;
return new Color32F(r, g, b, a);
}
public static Color32F XRGB888ToColor (this uint xrgb888) {
float r = ((xrgb888 & 0x00ff0000) >> 16) / 255f;
float g = ((xrgb888 & 0x0000ff00) >> 8) / 255f;
float b = ((xrgb888 & 0x000000ff)) / 255f;
return new Color32F(r, g, b);
}
}
}
#endif