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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* 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,
* 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
* THE SPINE RUNTIMES, 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.setScale(1, 1);
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 () {
Object[] obtained = this.obtained.items;
outer:
for (int i = this.obtained.size - 1; i >= 0; i--) {
SkeletonActor actor = (SkeletonActor)obtained[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;
}
}