mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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92 lines
3.4 KiB
C#
92 lines
3.4 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_5_3_OR_NEWER
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#define IS_UNITY
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#endif
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#if !IS_UNITY
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namespace Spine {
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/// <summary>
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/// 32 bit floating point color to be used with other game toolkits than Unity and XNA/Monogame.
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/// </summary>
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public struct Color32F {
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public float r, g, b, a;
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public Color32F (float r, float g, float b, float a = 1.0f) {
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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}
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public override string ToString () {
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return string.Format("RGBA({0}, {1}, {2}, {3})", r, g, b, a);
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}
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public static Color32F operator + (Color32F c1, Color32F c2) {
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return new Color32F(c1.r + c2.r, c1.g + c2.g, c1.b + c2.b, c1.a + c2.a);
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}
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public static Color32F operator - (Color32F c1, Color32F c2) {
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return new Color32F(c1.r - c2.r, c1.g - c2.g, c1.b - c2.b, c1.a - c2.a);
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}
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public static Color32F operator * (Color32F c1, Color32F c2) {
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return new Color32F(c1.r * c2.r, c1.g * c2.g, c1.b * c2.b, c1.a * c2.a);
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}
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}
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static class ColorExtensions {
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public static Color32F Clamp (this Color32F color) {
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color.r = MathUtils.Clamp(color.r, 0, 1);
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color.g = MathUtils.Clamp(color.g, 0, 1);
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color.b = MathUtils.Clamp(color.b, 0, 1);
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color.a = MathUtils.Clamp(color.a, 0, 1);
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return color;
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}
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public static Color32F RGBA8888ToColor (this uint rgba8888) {
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float r = ((rgba8888 & 0xff000000) >> 24) / 255f;
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float g = ((rgba8888 & 0x00ff0000) >> 16) / 255f;
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float b = ((rgba8888 & 0x0000ff00) >> 8) / 255f;
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float a = ((rgba8888 & 0x000000ff)) / 255f;
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return new Color32F(r, g, b, a);
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}
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public static Color32F XRGB888ToColor (this uint xrgb888) {
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float r = ((xrgb888 & 0x00ff0000) >> 16) / 255f;
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float g = ((xrgb888 & 0x0000ff00) >> 8) / 255f;
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float b = ((xrgb888 & 0x000000ff)) / 255f;
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return new Color32F(r, g, b);
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}
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}
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}
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#endif
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