mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
79 lines
2.9 KiB
JavaScript
79 lines
2.9 KiB
JavaScript
/******************************************************************************
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* Spine Runtime Software License - Version 1.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
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* be purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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function SpriteBatch (draw2D) {
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this.draw2D = draw2D;
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this.buffer = [];
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}
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SpriteBatch.prototype = {
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count: 0,
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texture: null,
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blendMode: null,
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begin: function (blendMode, sortMode) {
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this.blendMode = blendMode;
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this.draw2D.begin(blendMode, sortMode);
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},
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add: function (texture, x1, y1, x2, y2, x3, y3, x4, y4, r, g, b, a, u1, v1, u2, v2) {
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if (this.texture && this.texture != texture) this.flush();
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this.texture = texture;
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var index = this.count++ * 16;
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var buffer = this.buffer;
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buffer[index++] = x1;
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buffer[index++] = y1;
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buffer[index++] = x2;
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buffer[index++] = y2;
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buffer[index++] = x3;
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buffer[index++] = y3;
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buffer[index++] = x4;
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buffer[index++] = y4;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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buffer[index++] = u1;
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buffer[index++] = v1;
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buffer[index++] = u2;
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buffer[index] = v2;
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},
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flush: function () {
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if (!this.texture) return;
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this.draw2D.drawRaw(this.texture, this.buffer, this.count, 0);
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this.texture = null;
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this.count = 0;
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},
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end: function () {
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this.flush();
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this.draw2D.end();
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}
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};
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