spine-runtimes/spine-cocos2d-iphone/src/spine/spine-cocos2d-iphone.m
NathanSweet 26e4fb0d74 License header update.
2 -> 2.1 (clearer how permission is granted, formatting).
2014-04-23 12:04:43 +02:00

106 lines
4.1 KiB
Objective-C

/******************************************************************************
* 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.
*****************************************************************************/
#include <spine/spine-cocos2d-iphone.h>
#include <spine/extension.h>
void _AtlasPage_createTexture (AtlasPage* self, const char* path) {
CCTexture2D* texture = [[CCTextureCache sharedTextureCache] addImage:@(path)];
CCTextureAtlas* textureAtlas = [[CCTextureAtlas alloc] initWithTexture:texture capacity:128];
self->rendererObject = textureAtlas;
CGSize size = texture.contentSizeInPixels;
self->width = size.width;
self->height = size.height;
}
void _AtlasPage_disposeTexture (AtlasPage* self) {
[(CCTextureAtlas*)self->rendererObject release];
}
char* _Util_readFile (const char* path, int* length) {
return _readFile([[[CCFileUtils sharedFileUtils] fullPathForFilename:@(path)] UTF8String], length);
}
/**/
void RegionAttachment_updateQuad (RegionAttachment* self, Slot* slot, ccV3F_C4B_T2F_Quad* quad, bool premultipliedAlpha) {
float vertices[8];
RegionAttachment_computeWorldVertices(self, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
GLubyte r = slot->skeleton->r * slot->r * 255;
GLubyte g = slot->skeleton->g * slot->g * 255;
GLubyte b = slot->skeleton->b * slot->b * 255;
float normalizedAlpha = slot->skeleton->a * slot->a;
if (premultipliedAlpha) {
r *= normalizedAlpha;
g *= normalizedAlpha;
b *= normalizedAlpha;
}
GLubyte a = normalizedAlpha * 255;
quad->bl.colors.r = r;
quad->bl.colors.g = g;
quad->bl.colors.b = b;
quad->bl.colors.a = a;
quad->tl.colors.r = r;
quad->tl.colors.g = g;
quad->tl.colors.b = b;
quad->tl.colors.a = a;
quad->tr.colors.r = r;
quad->tr.colors.g = g;
quad->tr.colors.b = b;
quad->tr.colors.a = a;
quad->br.colors.r = r;
quad->br.colors.g = g;
quad->br.colors.b = b;
quad->br.colors.a = a;
quad->bl.vertices.x = vertices[VERTEX_X1];
quad->bl.vertices.y = vertices[VERTEX_Y1];
quad->tl.vertices.x = vertices[VERTEX_X2];
quad->tl.vertices.y = vertices[VERTEX_Y2];
quad->tr.vertices.x = vertices[VERTEX_X3];
quad->tr.vertices.y = vertices[VERTEX_Y3];
quad->br.vertices.x = vertices[VERTEX_X4];
quad->br.vertices.y = vertices[VERTEX_Y4];
quad->bl.texCoords.u = self->uvs[VERTEX_X1];
quad->bl.texCoords.v = self->uvs[VERTEX_Y1];
quad->tl.texCoords.u = self->uvs[VERTEX_X2];
quad->tl.texCoords.v = self->uvs[VERTEX_Y2];
quad->tr.texCoords.u = self->uvs[VERTEX_X3];
quad->tr.texCoords.v = self->uvs[VERTEX_Y3];
quad->br.texCoords.u = self->uvs[VERTEX_X4];
quad->br.texCoords.v = self->uvs[VERTEX_Y4];
}
#ifdef __cplusplus
}
#endif