Mario Zechner cc4f11fded [cpp] Simplify directory structure, add DebugPrinter program
- spine-cpp/spine-cpp was moved into spine-cpp directory, so spine-cpp/spine-cpp/src -> spine-cpp/src, spine-cpp/spine-cpp/include -> spine-cpp/include
- Added scaffold for DebugPrinter to be used by runtime comparison tests
- Added build.sh
2025-07-11 11:00:44 +02:00

129 lines
3.7 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
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* 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,
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*****************************************************************************/
#ifndef Spine_MeshAttachment_h
#define Spine_MeshAttachment_h
#include <spine/VertexAttachment.h>
#include <spine/TextureRegion.h>
#include <spine/Sequence.h>
#include <spine/Array.h>
#include <spine/Color.h>
#include <spine/HasRendererObject.h>
namespace spine {
/// Attachment that displays a texture region using a mesh.
class SP_API MeshAttachment : public VertexAttachment {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class AtlasAttachmentLoader;
RTTI_DECL
public:
explicit MeshAttachment(const String &name);
virtual ~MeshAttachment();
using VertexAttachment::computeWorldVertices;
virtual void computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
size_t stride = 2) override;
void updateRegion();
int getHullLength();
void setHullLength(int inValue);
Array<float> &getRegionUVs();
void setRegionUVs(Array<float> &inValue);
/// The UV pair for each vertex, normalized within the entire texture. See also MeshAttachment::updateRegion
Array<float> &getUVs();
Array<unsigned short> &getTriangles();
void setTriangles(Array<unsigned short> &inValue);
Color &getColor();
const String &getPath();
void setPath(const String &inValue);
TextureRegion *getRegion();
void setRegion(TextureRegion *region);
Sequence *getSequence();
void setSequence(Sequence *sequence);
MeshAttachment *getParentMesh();
void setParentMesh(MeshAttachment *inValue);
// Nonessential.
Array<unsigned short> &getEdges();
void setEdges(Array<unsigned short> &inValue);
float getWidth();
void setWidth(float inValue);
float getHeight();
void setHeight(float inValue);
virtual Attachment *copy() override;
MeshAttachment *newLinkedMesh();
private:
MeshAttachment *_parentMesh;
Array<float> _uvs;
Array<float> _regionUVs;
Array<unsigned short> _triangles;
Array<unsigned short> _edges;
String _path;
Color _color;
int _hullLength;
int _width, _height;
TextureRegion *_region;
Sequence *_sequence;
};
}
#endif /* Spine_MeshAttachment_h */