2014-03-06 20:40:49 +01:00

134 lines
4.4 KiB
Java

/******************************************************************************
* Spine Runtimes Software License
* Version 2
*
* 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, 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.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.esotericsoftware.spine.attachments.Attachment;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.utils.FloatArray;
public class Slot {
final SlotData data;
final Bone bone;
private final Skeleton skeleton;
final Color color;
Attachment attachment;
private float attachmentTime;
private final FloatArray attachmentVertices = new FloatArray();
Slot () {
data = null;
bone = null;
skeleton = null;
color = new Color(1, 1, 1, 1);
}
public Slot (SlotData data, Skeleton skeleton, Bone bone) {
if (data == null) throw new IllegalArgumentException("data cannot be null.");
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
if (bone == null) throw new IllegalArgumentException("bone cannot be null.");
this.data = data;
this.skeleton = skeleton;
this.bone = bone;
color = new Color();
setToSetupPose();
}
/** Copy constructor. */
public Slot (Slot slot, Skeleton skeleton, Bone bone) {
if (slot == null) throw new IllegalArgumentException("slot cannot be null.");
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
if (bone == null) throw new IllegalArgumentException("bone cannot be null.");
data = slot.data;
this.skeleton = skeleton;
this.bone = bone;
color = new Color(slot.color);
attachment = slot.attachment;
attachmentTime = slot.attachmentTime;
}
public SlotData getData () {
return data;
}
public Skeleton getSkeleton () {
return skeleton;
}
public Bone getBone () {
return bone;
}
public Color getColor () {
return color;
}
/** @return May be null. */
public Attachment getAttachment () {
return attachment;
}
/** Sets the attachment, resets {@link #getAttachmentTime()}, and clears {@link #getAttachmentVertices()}.
* @param attachment May be null. */
public void setAttachment (Attachment attachment) {
if (this.attachment == attachment) return;
this.attachment = attachment;
attachmentTime = skeleton.time;
attachmentVertices.clear();
}
public void setAttachmentTime (float time) {
attachmentTime = skeleton.time - time;
}
/** Returns the time since the attachment was set. */
public float getAttachmentTime () {
return skeleton.time - attachmentTime;
}
public FloatArray getAttachmentVertices () {
return attachmentVertices;
}
void setToSetupPose (int slotIndex) {
color.set(data.color);
setAttachment(data.attachmentName == null ? null : skeleton.getAttachment(slotIndex, data.attachmentName));
// BOZO - Set mesh to setup pose.
attachmentVertices.clear();
}
public void setToSetupPose () {
setToSetupPose(skeleton.data.slots.indexOf(data, true));
}
public String toString () {
return data.name;
}
}