spine-runtimes/spine-cocos2dx/src/spine/spine-cocos2dx.cpp
NathanSweet e2fccf72d6 License update.
Changed from New BSD to a custom license. The new license requires a Spine license to use the code. If you have a valid Spine license, you can do whatever you like with the code. This should not be a problem for anyone using the runtimes with Spine, nothing changes. If using the runtimes without a Spine license, you now need a Spine license. This is because the runtimes were created explicitly to be used with Spine.
2013-09-20 19:46:23 +02:00

111 lines
4.3 KiB
C++

/******************************************************************************
* Spine Runtime Software License - Version 1.0
*
* 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 Single User License or Spine Professional 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.
*****************************************************************************/
#include <spine/spine-cocos2dx.h>
#include <spine/extension.h>
USING_NS_CC;
void _AtlasPage_createTexture (AtlasPage* self, const char* path) {
CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage(path);
CCTextureAtlas* textureAtlas = CCTextureAtlas::createWithTexture(texture, 4);
textureAtlas->retain();
self->rendererObject = textureAtlas;
self->width = texture->getPixelsWide();
self->height = texture->getPixelsHigh();
}
void _AtlasPage_disposeTexture (AtlasPage* self) {
((CCTextureAtlas*)self->rendererObject)->release();
}
char* _Util_readFile (const char* path, int* length) {
unsigned long size;
char* data = reinterpret_cast<char*>(CCFileUtils::sharedFileUtils()->getFileData(
CCFileUtils::sharedFileUtils()->fullPathForFilename(path).c_str(), "r", &size));
*length = size;
return data;
}
/**/
void RegionAttachment_updateQuad (RegionAttachment* self, Slot* slot, ccV3F_C4B_T2F_Quad* quad, bool premultipliedAlpha) {
float vertices[8];
RegionAttachment_computeVertices(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];
}