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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) 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.utils;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Pool;
import com.esotericsoftware.spine.AnimationState;
import com.esotericsoftware.spine.AnimationState.TrackEntry;
import com.esotericsoftware.spine.AnimationStateData;
import com.esotericsoftware.spine.Skeleton;
import com.esotericsoftware.spine.SkeletonData;
import com.esotericsoftware.spine.SkeletonRenderer;
import com.esotericsoftware.spine.Skin;
public class SkeletonActorPool extends Pool {
private SkeletonRenderer renderer;
SkeletonData skeletonData;
AnimationStateData stateData;
private final Pool skeletonPool;
private final Pool statePool;
private final Array obtained;
public SkeletonActorPool (SkeletonRenderer renderer, SkeletonData skeletonData, AnimationStateData stateData) {
this(renderer, skeletonData, stateData, 16, Integer.MAX_VALUE);
}
public SkeletonActorPool (SkeletonRenderer renderer, SkeletonData skeletonData, AnimationStateData stateData,
int initialCapacity, int max) {
super(initialCapacity, max);
this.renderer = renderer;
this.skeletonData = skeletonData;
this.stateData = stateData;
obtained = new Array(false, initialCapacity);
skeletonPool = new Pool(initialCapacity, max) {
protected Skeleton newObject () {
return new Skeleton(SkeletonActorPool.this.skeletonData);
}
protected void reset (Skeleton skeleton) {
skeleton.setColor(Color.WHITE);
skeleton.setFlip(false, false);
skeleton.setSkin((Skin)null);
skeleton.setSkin(SkeletonActorPool.this.skeletonData.getDefaultSkin());
skeleton.setToSetupPose();
}
};
statePool = new Pool(initialCapacity, max) {
protected AnimationState newObject () {
return new AnimationState(SkeletonActorPool.this.stateData);
}
protected void reset (AnimationState state) {
state.clearTracks();
state.clearListeners();
}
};
}
/** Each obtained skeleton actor that is no longer playing an animation is removed from the stage and returned to the pool. */
public void freeComplete () {
Array obtained = this.obtained;
outer:
for (int i = obtained.size - 1; i >= 0; i--) {
SkeletonActor actor = obtained.get(i);
Array tracks = actor.state.getTracks();
for (int ii = 0, nn = tracks.size; ii < nn; ii++)
if (tracks.get(ii) != null) continue outer;
free(actor);
}
}
protected SkeletonActor newObject () {
SkeletonActor actor = new SkeletonActor();
actor.setRenderer(renderer);
return actor;
}
/** This pool keeps a reference to the obtained instance, so it should be returned to the pool via {@link #free(SkeletonActor)}
* , {@link #freeAll(Array)} or {@link #freeComplete()} to avoid leaking memory. */
public SkeletonActor obtain () {
SkeletonActor actor = super.obtain();
actor.setSkeleton(skeletonPool.obtain());
actor.setAnimationState(statePool.obtain());
obtained.add(actor);
return actor;
}
protected void reset (SkeletonActor actor) {
actor.remove();
obtained.removeValue(actor, true);
skeletonPool.free(actor.getSkeleton());
statePool.free(actor.getAnimationState());
}
public Array getObtained () {
return obtained;
}
}