NathanSweet 9a347d5eb8 Updated license.
Nailed it this time, quite sure!
2013-10-04 04:13:09 +02:00

79 lines
2.9 KiB
JavaScript

/******************************************************************************
* Spine Runtime Software License - Version 1.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Essential, Professional, Enterprise, or Education License must
* be purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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();
}
};