加入5套spine官方运行时
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_SLOTPOSE_H_
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#define SPINE_SLOTPOSE_H_
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#include <spine/SpineObject.h>
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#include <spine/RTTI.h>
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#include <spine/Pose.h>
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#include <spine/Color.h>
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#include <spine/Array.h>
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namespace spine {
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class Attachment;
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class VertexAttachment;
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/// Stores a slot's pose.
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class SP_API SlotPose : public Pose<SlotPose> {
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friend class Slot;
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friend class SlotCurveTimeline;
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friend class DeformTimeline;
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friend class RGBATimeline;
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friend class RGBTimeline;
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friend class AlphaTimeline;
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friend class RGBA2Timeline;
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friend class RGB2Timeline;
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friend class PathConstraint;
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friend class SkeletonJson;
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friend class SkeletonBinary;
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friend class AnimationState;
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protected:
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Color _color;
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Color _darkColor;
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bool _hasDarkColor;
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Attachment *_attachment;
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int _sequenceIndex;
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Array<float> _deform;
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public:
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SlotPose();
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virtual ~SlotPose();
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virtual void set(SlotPose &pose) override;
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/// The color used to tint the slot's attachment. If a dark color is set, this is used as the light color for two color
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/// tinting.
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Color &getColor();
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/// The dark color used to tint the slot's attachment for two color tinting. The dark
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/// color's alpha is not used.
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Color &getDarkColor();
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/// Returns true if this slot has a dark color.
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bool hasDarkColor();
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void setHasDarkColor(bool hasDarkColor);
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/// The current attachment for the slot, or null if the slot has no attachment.
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Attachment *getAttachment();
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/// Sets the slot's attachment and, if the attachment changed, resets sequenceIndex and clears the deform.
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/// The deform is not cleared if the old attachment has the same VertexAttachment::getTimelineAttachment() as the
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/// specified attachment.
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void setAttachment(Attachment *attachment);
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/// The index of the texture region to display when the slot's attachment has a Sequence. -1 represents the
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/// Sequence::getSetupIndex().
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int getSequenceIndex();
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void setSequenceIndex(int sequenceIndex);
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/// Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
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/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
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///
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/// See VertexAttachment::computeWorldVertices() and DeformTimeline.
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Array<float> &getDeform();
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};
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}
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#endif /* SPINE_SLOTPOSE_H_ */
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